{"title":"[DC]用不对称的下半身体现化身来调节步态起始的动态特性","authors":"Valentin Vallageas, R. Aissaoui, David R. Labbé","doi":"10.1109/VRW52623.2021.00245","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) enables the user to perceive body owner ship towards a virtual body. This illusion is induced through first-person perspective (1PP) and synchronous movement with the real body. Previous studies have shown that pronounced differences between the real and the virtual body lead to changes in the user’s behavior. It has also been shown that modifying the body image can affect the user’s movements. Nevertheless, the state of the art does not refer to the kinetic and kinematic impacts of one virtual lower limb deformation. Therefore, this paper presents a methodology exploring the impact of a self-avatar with an asymmetrical lower body (one limb longer or larger than the other) on the dynamic characteristics of the user during a gait initiation task.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"140 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"[DC] Embodying an avatar with an asymmetrical lower body to modulate the dynamic characteristics of gait initiation\",\"authors\":\"Valentin Vallageas, R. Aissaoui, David R. Labbé\",\"doi\":\"10.1109/VRW52623.2021.00245\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Virtual reality (VR) enables the user to perceive body owner ship towards a virtual body. This illusion is induced through first-person perspective (1PP) and synchronous movement with the real body. Previous studies have shown that pronounced differences between the real and the virtual body lead to changes in the user’s behavior. It has also been shown that modifying the body image can affect the user’s movements. Nevertheless, the state of the art does not refer to the kinetic and kinematic impacts of one virtual lower limb deformation. Therefore, this paper presents a methodology exploring the impact of a self-avatar with an asymmetrical lower body (one limb longer or larger than the other) on the dynamic characteristics of the user during a gait initiation task.\",\"PeriodicalId\":256204,\"journal\":{\"name\":\"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)\",\"volume\":\"140 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-03-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VRW52623.2021.00245\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VRW52623.2021.00245","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
[DC] Embodying an avatar with an asymmetrical lower body to modulate the dynamic characteristics of gait initiation
Virtual reality (VR) enables the user to perceive body owner ship towards a virtual body. This illusion is induced through first-person perspective (1PP) and synchronous movement with the real body. Previous studies have shown that pronounced differences between the real and the virtual body lead to changes in the user’s behavior. It has also been shown that modifying the body image can affect the user’s movements. Nevertheless, the state of the art does not refer to the kinetic and kinematic impacts of one virtual lower limb deformation. Therefore, this paper presents a methodology exploring the impact of a self-avatar with an asymmetrical lower body (one limb longer or larger than the other) on the dynamic characteristics of the user during a gait initiation task.