Homuncular Flexibility in Virtual Reality
Bibliographic Data
| ID | 12449486 |
|---|---|
| Authors | Andrea Stevenson Won (0000-0001-5240-6166, Department of Communication; Stanford University; 450 Serra Mall Stanford CA 94305, corresponding author), Jeremy N Bailenson (0000-0003-2813-3297, Stanford University), Jeremy Bailenson (Department of Communication; Stanford University; 450 Serra Mall Stanford CA 94305), Jimmy Lee (0000-0002-8063-6855, Department of Computer Science; Stanford University; 353 Serra Mall Stanford CA 94305), Jimmy H M Lee (0000-0001-9526-5850, Stanford University), Jaron Lanier (0009-0002-7659-2797, Microsoft Research; One Microsoft Way; Redmond WA 98052) |
| Year | 2015 |
| Volume | 20 |
| Issue | 3 |
| Pages | 241-259 |
| Publication date | 2015-01-19 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Computer-Mediated Communication (JOURNAL) |
| Journal identifiers | ISSN: 1083-6101 • E-ISSN: 1083-6101 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/jcc4.12107 |
| OpenAlex | W1995497949 |
| Language | EN |
| Citations received | 17 |
| References cited | 34 |
Immersive virtual reality allows people to inhabit avatar bodies that differ from their own, and this can produce significant psychological and physiological effects. The concept of homuncular flexibility (Lanier, 2006) proposes that users can learn to control bodies different from their own by changing the relationship between tracked and rendered motion. We examine the effects of remapping movements in the real world onto an avatar that moves in novel ways. In Experiment 1, participants moved their legs more than their arms in conditions where leg movements were more effective for the task. In Experiment 2, participants controlling 3-armed avatars learned to hit more targets than participants in 2-armed avatars. We discuss the implications of embodiment in novel bodies
Avatar · Flexibility (engineering · Human–computer interaction · Mixed reality · Motion (physics · Task (project management · Virtual reality · Action Observation and Synchronization · Computer Science · Engineering · Mathematics · Psychology · Sport Psychology and Performance · Virtual Reality Applications and Impacts · Artificial Intelligence
Homuncular Flexibility
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Enhancing Our Lives with Immersive Virtual Reality
Social Responses to Media Technologies in the 21st Century
Social Interaction and Pain Threshold in Virtual Reality
Tracked but not trapped
The long sixth finger illusion
When Your Robot Avatar Misbehaves You Are Likely to Apologize
Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings Via Interactive Sounds
Virtual Reality, Embodiment, and Allusion
Object Touch by a Humanoid Robot Avatar Induces Haptic Sensation in the Real Hand
Digital kinship in a Glasshouse
A “beyond being there” for VR meetings
Participatory sense-making and knowing-in-connection in VR
Does virtual reality help to cut the Gordian knot between ecological validity and experimental control
Embodied well-being through two media technologies
Five canonical findings from 30 years of psychological experimentation in virtual reality
The Experimental Induction of Out-of-Body Experiences
Rubber hands ‘feel’ touch that eyes see
First Person Experience of Body Transfer in Virtual Reality
The building blocks of the full body ownership illusion
Computer-Mediated Communication
Understanding the Role of Body Movement in Player Engagement
Mapping the road to fun
The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction
The Cyborg's Dilemma
Half a minute
Selective self-presentation in computer-mediated communication
Presence, Explicated
The Proteus Effect
| Unique citing works | 17 |
|---|---|
| Citations per year | 1,55 |
| Citation span | 2015 - 2025 (11) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 17 |