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Homuncular Flexibility in Virtual Reality

Bibliographic Data

ID12449486
AuthorsAndrea 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)
Year2015
Volume20
Issue3
Pages241-259
Publication date2015-01-19
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Computer-Mediated Communication (JOURNAL)
Journal identifiersISSN: 1083-6101 • E-ISSN: 1083-6101
PublisherWiley (PUBLISHER • GB)
DOI10.1111/jcc4.12107
OpenAlexW1995497949
LanguageEN
Citations received17
References cited34

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

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Unique citing works17
Citations per year1,55
Citation span2015 - 2025 (11)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 17

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