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The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion
Virtual Reality ( IF 4.2 ) Pub Date : 2021-08-15 , DOI: 10.1007/s10055-021-00567-6
Sara Ventura 1 , Ausias Cebolla 2, 3 , Tamara Escrivá-Martínez 2, 4 , Rosa Baños 2, 3, 4 , Jorge Latorre 5 , Robert Llorens 5, 6
Affiliation  

The feeling of ownership of a virtual body has been a topic of interest in recent years. In order to observe the mechanisms involved in the perception of the body illusion and its manipulation, the use of virtual reality (VR) has been essential. Various technical VR set-ups have been adopted by different authors to induce the sense of embodiment. Recently, 360-degree technology camera emerged as an innovative instrument to generate an immersive experience, with positive results in terms of involvement with the scenario. The current study aims to test the feasibility of the 360-degree video-based VR to induce a full body illusion. To do this, we evaluated two different groups receiving different levels of immersion: a 3D immersive video and a 2D non-immersive video. Self-reported sense of embodiment and heart rate variability (HRV) measures were analyzed. The results of the embodiment questionnaire showed that the immersive condition can trigger a full body illusion, with significant differences between the 3D and 2D conditions (ownership: p = .003, agency: p = .000, location: p = .013, haptic sensation: p = .027). No difference was found on the Root Mean Square of the Successive Differences (RMSSD) index—the beat-to-beat variance of the heart rate—of the HRV measure (first 90 s: p = .168, last 90 s: p = .401). Based on these results, future studies are needed to investigate the 360-degree video-based VR technology as a medium to generate the sense of embodiment.



中文翻译:

研究基于 360 度视频的虚拟现实诱发全身幻觉的可行性的基准框架和探索性研究

近年来,拥有虚拟身体的感觉一直是人们感兴趣的话题。为了观察身体错觉感知及其操纵所涉及的机制,虚拟现实 (VR) 的使用至关重要。不同的作者采用了各种技术 VR 设置来诱导体现的感觉。最近,360 度技术相机作为一种产生身临其境的体验的创新工具出现,在参与场景方面取得了积极的成果。目前的研究旨在测试基于 360 度视频的 VR 诱导全身幻觉的可行性。为此,我们评估了接受不同沉浸程度的两个不同组:3D 沉浸式视频和 2D 非沉浸式视频。分析了自我报告的实施感和心率变异性 (HRV) 测量值。实施例问卷的结果表明,沉浸式条件可以触发全身错觉,3D 和 2D 条件之间存在显着差异(所有权:p  = .003,代理:p  = .000,位置:p  = .013,触觉:p  = .027)。在 HRV 测量(前 90 秒:p  = .168,最后 90 秒:p  = .401)。基于这些结果,未来的研究需要研究基于 360 度视频的 VR 技术作为产生体现感的媒介。

更新日期:2021-08-19
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