Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Experiment Video

Updated: Dec 8, 2025

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
06:53

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation

Published on: March 1, 2017

13.6K

Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study.

Chang-Seop Kim1, Myeongul Jung1, So-Yeon Kim2

  • 1Department of Computer Science, Hanyang University, Seoul, Republic of Korea.

JMIR Serious Games
|September 22, 2020
PubMed
Summary
This summary is machine-generated.

Related Concept Videos

The Sense of Self: Reflected Self-Appraisal and Social Comparison02:57

The Sense of Self: Reflected Self-Appraisal and Social Comparison

55.1K
According to Charles Cooley, we base our image on what we think other people see (Cooley 1902). We imagine how we must appear to others, then react to this speculation. We don certain clothes, prepare our hair in a particular manner, wear makeup, use cologne, and the like—all with the notion that our presentation of ourselves is going to affect how others perceive us. We expect a certain reaction, and, if lucky, we get the one we desire and feel good about it. But more than that, Cooley...
55.1K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Human Activity Recognition Dataset for Pedestrians with Mobility Disabilities.

Scientific dataยท2026
Same author

Becoming a Rapid Shooter in a Game Using Embodied Electrical Muscle Stimulation: Development and Usability Study.

JMIR serious gamesยท2025
Same author

Autonomic Readiness for Social Threats in Patients with Social Anxiety Disorder.

Clinical psychopharmacology and neuroscience : the official scientific journal of the Korean College of Neuropsychopharmacologyยท2025
Same author

Differential Impact of WM Load on Attention in Young Adults Versus Children and Adolescents.

Children (Basel, Switzerland)ยท2024
Same author

Push-Pull Mechanism of Attention and Emotion in Children with Attention Deficit Hyperactivity Disorder.

Journal of clinical medicineยท2024
Same author

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

JMIR serious gamesยท2022

This study explored the sense of embodiment (SoE) using virtual avatars, finding that avatar type and motion synchrony influence agency, ownership, and self-location. These insights can enhance virtual avatar applications in medicine.

Area of Science:

  • Virtual Reality
  • Human-Computer Interaction
  • Neuroscience

Background:

  • The sense of embodiment (SoE) is crucial for experiencing one's body, with research extending from simple illusions to full-body virtual avatar ownership.
  • Understanding and controlling SoE is key for effective virtual avatar use, particularly in medical applications.

Purpose of the Study:

  • To clarify the components of SoE: sense of agency, ownership, and self-location.
  • To investigate how different virtual avatar types (human avatar, point light avatar, out-of-body point light avatar) and motion synchrony affect SoE.

Main Methods:

  • Three user studies were conducted comparing different avatar types (HA, PLA, OBPLA) and motion synchrony conditions (synchrony, asynchrony).
  • Dependent measures included sense of agency, ownership, self-location, emotional response, presence, and simulator sickness.
Keywords:
embodimentfull-body illusionmotion capturevirtual avatarvirtual reality

More Related Videos

Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality
10:14

Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality

Published on: May 10, 2024

1.5K
Visualization Method for Proprioceptive Drift on a 2D Plane Using Support Vector Machine
07:05

Visualization Method for Proprioceptive Drift on a 2D Plane Using Support Vector Machine

Published on: October 27, 2016

9.5K

Related Experiment Videos

Last Updated: Dec 8, 2025

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
06:53

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation

Published on: March 1, 2017

13.6K
Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality
10:14

Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality

Published on: May 10, 2024

1.5K
Visualization Method for Proprioceptive Drift on a 2D Plane Using Support Vector Machine
07:05

Visualization Method for Proprioceptive Drift on a 2D Plane Using Support Vector Machine

Published on: October 27, 2016

9.5K

Main Results:

  • Avatar generation methodologies stepwise controlled sense of ownership and self-location while maintaining high sense of agency.
  • Dependencies were found among the three SoE subcomponents, influencing users' subjective experiences.

Conclusions:

  • Findings suggest that understanding and controlling SoE through full-body illusions can enhance virtual avatar applications in medicine.
  • This research provides a foundation for optimizing virtual avatar design for therapeutic and immersive experiences.