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Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study

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dc.contributor.authorJung, Myeongul-
dc.contributor.authorSim, Sangyong-
dc.contributor.authorKim, Jejoong-
dc.contributor.authorKim, Kwanguk-
dc.date.accessioned2023-05-03T10:03:24Z-
dc.date.available2023-05-03T10:03:24Z-
dc.date.created2023-02-08-
dc.date.issued2022-10-
dc.identifier.issn2291-9279-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/185014-
dc.description.abstractBackground: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. Objective: This study aimed to elucidate the interaction between 2 methods of eliciting embodiment through a virtual avatar: motion synchronization and appearance similarity between a human and avatar, to understand embodiment (agency, body ownership, and self-location) and subjective experience (presence, simulator sickness, and emotion) in virtual reality. Methods: Using a full-body motion capture system, 24 participants experienced their virtual avatars with a 3D-scanned face and size-matched body from a first-person perspective. This study used a 2 (motion; sync and async) × 2 (appearance; personalized and generic) within-subject design. Results: The results indicated that agency and body ownership increased when motion and appearance were matched, whereas self-location, presence, and emotion were affected by motion only. Interestingly, if the avatar’s appearance was similar to the participants (personalized avatar), they formed an agency toward the avatar’s motion that was not performed by themselves. Conclusions: Our findings would be applicable in the field of behavioral therapy, rehabilitation, and entertainment applications, by eliciting higher agency with a personalized avatar.-
dc.language영어-
dc.language.isoen-
dc.publisherJMIR Publications Inc.-
dc.titleImpact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study-
dc.typeArticle-
dc.contributor.affiliatedAuthorKim, Kwanguk-
dc.identifier.doi10.2196/40119-
dc.identifier.scopusid2-s2.0-85145337608-
dc.identifier.wosid000916880100021-
dc.identifier.bibliographicCitationJMIR Serious Games, v.10, no.4, pp.1 - 9-
dc.relation.isPartOfJMIR Serious Games-
dc.citation.titleJMIR Serious Games-
dc.citation.volume10-
dc.citation.number4-
dc.citation.startPage1-
dc.citation.endPage9-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaHealth Care Sciences & Services-
dc.relation.journalResearchAreaPublic, Environmental & Occupational Health-
dc.relation.journalResearchAreaMedical Informatics-
dc.relation.journalWebOfScienceCategoryHealth Care Sciences & Services-
dc.relation.journalWebOfScienceCategoryPublic, Environmental & Occupational Health-
dc.relation.journalWebOfScienceCategoryMedical Informatics-
dc.subject.keywordPlusBODY OWNERSHIP-
dc.subject.keywordPlusSELF-
dc.subject.keywordAuthorembodiment-
dc.subject.keywordAuthorvirtual reality-
dc.subject.keywordAuthorvirtual avatar-
dc.subject.keywordAuthorpersonalization-
dc.subject.keywordAuthorpersonalized-
dc.subject.keywordAuthorbody motion-
dc.subject.keywordAuthorpresence-
dc.subject.keywordAuthorsimulator sickness-
dc.subject.keywordAuthorsimulator-
dc.subject.keywordAuthorsimulation-
dc.subject.keywordAuthoravatar-
dc.subject.keywordAuthormotion-
dc.subject.keywordAuthorbody ownership-
dc.subject.keywordAuthorself location-
dc.subject.keywordAuthoragency-
dc.subject.keywordAuthorexperience-
dc.subject.keywordAuthorvirtual world-
dc.subject.keywordAuthorimmersive-
dc.identifier.urlhttps://games.jmir.org/2022/4/e40119-
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