{"id":238055,"date":"2010-03-01T00:00:00","date_gmt":"2010-03-01T08:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/the-contribution-of-real-time-mirror-reflections-of-motor-actions-on-virtual-body-ownership-in-an-immersive-virtual-environment\/"},"modified":"2018-10-16T19:57:34","modified_gmt":"2018-10-17T02:57:34","slug":"the-contribution-of-real-time-mirror-reflections-of-motor-actions-on-virtual-body-ownership-in-an-immersive-virtual-environment","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/the-contribution-of-real-time-mirror-reflections-of-motor-actions-on-virtual-body-ownership-in-an-immersive-virtual-environment\/","title":{"rendered":"The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment"},"content":{"rendered":"<div class=\"asset-content\">\n<p>This paper reports an experiment that investigated people&#8217;s body ownership of an avatar that was observed in a virtual mirror. Twenty subjects were recruited in a within-groups study where 10 first experienced a virtual character that synchronously reflected their upper-body movements as seen in a virtual mirror, and then an asynchronous condition where the mirror avatar displayed prerecorded actions, unrelated to those of the participant. The other 10 subjects experienced the conditions in the opposite order. In both conditions the participant could carry out actions that led to elevation above ground level, as seen from their first person perspective and correspondingly in the mirror. A rotating virtual fan eventually descended to 2 m above the ground. The hypothesis was that synchronous mirror reflection would result in higher subjective sense of ownership. A questionnaire analysis showed that the body ownership illusion was significantly greater for the synchronous than asynchronous condition. Additionally participants in the synchronous condition avoided collision with the descending fan significantly more often than those in the asynchronous condition. The results of this experiment are put into context within similar experiments on multisensory correlation and body ownership within cognitive neuroscience.<\/p>\n<\/div>\n<p><!-- .asset-content --><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This paper reports an experiment that investigated people&#8217;s body ownership of an avatar that was observed in a virtual mirror. Twenty subjects were recruited in a within-groups study where 10 first experienced a virtual character that synchronously reflected their upper-body movements as seen in a virtual mirror, and then an asynchronous condition where the mirror [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"IEEE - Institute of Electrical and Electronics Engineers","msr_publisher_other":"","msr_booktitle":"Virtual Reality Conference (VR), 2010 IEEE","msr_chapter":"","msr_edition":"Virtual Reality Conference (VR), 2010 IEEE","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"IEEE","msr_pages_string":"111\u2013114","msr_page_range_start":"111","msr_page_range_end":"114","msr_series":"","msr_volume":"","msr_copyright":"\u00a9 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting\/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.","msr_conference_name":"2010 IEEE Virtual Reality Conference (VR)","msr_doi":"10.1109\/VR.2010.5444805","msr_arxiv_id":"","msr_s2_paper_id":"","msr_mag_id":"","msr_pubmed_id":"","msr_other_authors":"Mar Gonz\u00e1lez-Franco, Daniel P\u00e9rez-Marcos, Bernhard Spanlang, Mel Slater","msr_other_contributors":"","msr_speaker":"","msr_award":"","msr_affiliation":"","msr_institution":"","msr_host":"","msr_version":"","msr_duration":"","msr_original_fields_of_study":"","msr_release_tracker_id":"","msr_s2_match_type":"","msr_citation_count_updated":"","msr_published_date":"2010-04-02","msr_highlight_text":"","msr_notes":"","msr_longbiography":"","msr_publicationurl":"http:\/\/%20","msr_external_url":"","msr_secondary_video_url":"","msr_conference_url":"","msr_journal_url":"","msr_s2_pdf_url":"","msr_year":2010,"msr_citation_count":0,"msr_influential_citations":0,"msr_reference_count":0,"msr_s2_match_confidence":0,"msr_microsoftintellectualproperty":true,"msr_s2_open_access":false,"msr_s2_author_ids":[],"msr_pub_ids":[],"msr_hide_image_in_river":0,"footnotes":""},"msr-research-highlight":[],"research-area":[13552,13554],"msr-publication-type":[193716],"msr-publisher":[],"msr-focus-area":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-238055","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-hardware-devices","msr-research-area-human-computer-interaction","msr-locale-en_us"],"msr_publishername":"IEEE - Institute of Electrical and Electronics Engineers","msr_edition":"Virtual Reality Conference (VR), 2010 IEEE","msr_affiliation":"","msr_published_date":"2010-04-02","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"Virtual Reality Conference (VR), 2010 IEEE","msr_pages_string":"111\u2013114","msr_chapter":"","msr_isbn":"","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"IEEE","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"","msr_publicationurl":"http:\/\/%20","msr_doi":"10.1109\/VR.2010.5444805","msr_publication_uploader":[{"type":"url","title":"http:\/\/%20","viewUrl":false,"id":false,"label_id":0},{"type":"doi","title":"10.1109\/VR.2010.5444805","viewUrl":false,"id":false,"label_id":0}],"msr_related_uploader":"","msr_citation_count":0,"msr_citation_count_updated":"","msr_s2_paper_id":"","msr_influential_citations":0,"msr_reference_count":0,"msr_arxiv_id":"","msr_s2_author_ids":[],"msr_s2_open_access":false,"msr_s2_pdf_url":null,"msr_attachments":[{"id":0,"url":"http:\/\/%20"}],"msr-author-ordering":[{"type":"user_nicename","value":"margon","user_id":35480,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=margon"},{"type":"text","value":"Daniel P\u00e9rez-Marcos","user_id":0,"rest_url":false},{"type":"text","value":"Bernhard Spanlang","user_id":0,"rest_url":false},{"type":"text","value":"Mel Slater","user_id":0,"rest_url":false}],"msr_impact_theme":[],"msr_research_lab":[],"msr_event":[],"msr_group":[],"msr_project":[491900],"publication":[],"video":[],"msr-tool":[],"msr_publication_type":"inproceedings","related_content":{"projects":[{"ID":491900,"post_title":"Avatars","post_name":"avatar-embodiment-standard-questionnaire","post_type":"msr-project","post_date":"2018-06-20 10:36:19","post_modified":"2020-04-09 18:55:15","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/avatar-embodiment-standard-questionnaire\/","post_excerpt":"&nbsp; Inside Virtual Reality (VR), users are represented by avatars. When the avatars are collocated from in first-person perspective, users experience what is commonly known as embodiment. When doing so, participants have the feeling that the own body has been substituted by the self-avatar, and that the new body is the source of the sensations. 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