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Measuring Embodiment: Movement Complexity and the Impact of Personal Characteristics.

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    Personal characteristics influence virtual reality embodiment. Individual traits like gender and gaming experience affect immersion, impacting virtual environment responses. Head-tracking offers an objective measurement tool.

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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality Studies
    • Psychology

    Background:

    • User embodiment in virtual reality (VR) is influenced by personal factors.
    • Understanding these influences is key to designing effective VR experiences.
    • Previous studies have not fully explored the impact of individual characteristics on embodiment.

    Purpose of the Study:

    • To re-analyze two VR user studies to test the effects of personal characteristics on subjective embodiment.
    • To investigate the relationship between self-reported embodiment and behavioral responses in VR.
    • To evaluate head-tracking data as an objective measure of embodiment.

    Main Methods:

    • Structural equation modeling was used for a novel re-analysis of two existing VR user studies (n=189 and n=99).
    • Personal characteristics including gender, STEM participation, age, and gaming experience were analyzed.
    • Subjective embodiment reports and behavioral responses (speed, accuracy) were measured, alongside head-tracking data.

    Main Results:

    • Individual characteristics significantly predicted varying self-reported experiences of embodiment.
    • Increased self-reported embodiment correlated with faster and more accurate responses within the virtual environment.
    • Head-tracking data proved to be an effective objective predictor of embodiment without extra equipment.

    Conclusions:

    • Personal characteristics play a crucial role in shaping the embodiment illusion in VR.
    • Subjective embodiment directly influences user performance and interaction within virtual environments.
    • Head-tracking offers a viable, objective method for assessing embodiment in VR research.