Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality

The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concept of affordances may also appear relevant when it comes to interact through avatars and is yet underexplored. Indeed, understanding how virtual representations suggest possibilities for action has attracted considerable attention in the human-computer interaction community, but only few studies clearly address the use of affordances. Of particular interest is the fact aesthetic features of avatars may signify false affordances, conflicting with users' expectations and impacting perceived plausibility of the depicted situations. Recent models of congruence and plausibility suggest altering the latter may result in unexpected consequences on other qualia like presence and embodiment. The proposed research initially aimed at exploring the operationalization of affordances as a tool to investigate the impact of congruence and plausibility manipulations on the sense of embodiment. In spite of a long and careful endeavor materialized by a preliminary assessment and two user studies, it appears our participants were primed by other internal processes that took precedence over the perception of the affordances we selected. However, we unexpectedly manipulated the internal congruence following repeated exposures (mixed design), causing a rupture in plausibility and significantly lowering scores of embodiment and task performance. The present research then constitutes a direct proof of a relationship between a break in plausibility and a break in embodiment.

Authors

Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2025-03-07
DOI
https://doi.org/10.1109/tvcg.2025.3549136
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
3.87
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article

Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality

Charlotte Dubosc, Florian Dufresne, Olivier Christmann, Geoffrey Gorisse et al.
2 citations
IEEE Transactions on Visualization and Computer Graphics
Virtual Reality Applications and Impacts
3.87
article

Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality

Charlotte Dubosc, Florian Dufresne, Olivier Christmann, Geoffrey Gorisse, T. Lefrou
article en
2 citations

Abstract

The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concept of affordances may also appear relevant when it comes to interact through avatars and is yet underexplored. Indeed, understanding how virtual representations suggest possibilities for action has attracted considerable attention in the human-computer interaction community, but only few studies clearly address the use of affordances. Of particular interest is the fact aesthetic features of avatars may signify false affordances, conflicting with users' expectations and impacting perceived plausibility of the depicted situations. Recent models of congruence and plausibility suggest altering the latter may result in unexpected consequences on other qualia like presence and embodiment. The proposed research initially aimed at exploring the operationalization of affordances as a tool to investigate the impact of congruence and plausibility manipulations on the sense of embodiment. In spite of a long and careful endeavor materialized by a preliminary assessment and two user studies, it appears our participants were primed by other internal processes that took precedence over the perception of the affordances we selected. However, we unexpectedly manipulated the internal congruence following repeated exposures (mixed design), causing a rupture in plausibility and significantly lowering scores of embodiment and task performance. The present research then constitutes a direct proof of a relationship between a break in plausibility and a break in embodiment.

IEEE Transactions on Visualization and Computer GraphicsVol. 31(5)
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
3.87
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