“One Body, But Four Hands”: Exploring the Role of Virtual Hands in Virtual Co-embodiment

Virtual co-embodiment in virtual reality (VR) allows two users to share an avatar, enabling skill transfer from teachers to learners and influencing their Sense of Ownership (SoO) and Sense of Agency (SoA). However, mismatches between actual movements and displayed actions in VR can impair user experience, posing challenges to learning effectiveness. Although previous studies have addressed the influence of virtual bodies' visual factors on SoO and SoA, the impact of co-embodied hands' appearances remains underexplored. We conducted two user studies to examine the effects of virtual self-hands' existence and their visual factors (transparency and congruency) on SoO, SoA, and social presence. Study One showed significant improvements in SoO and SoA with the existence of virtual self-hands. In Study Two, we kept the self-hands and further focused on hand transparency and congruency. We found that identical appearances between self-hands and co-embodied hands significantly enhanced SoO. These findings stressed the importance of visual factors for virtual hands, offering valuable insights for VR co-embodiment design.

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Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2025-03-11
DOI
https://doi.org/10.1109/tvcg.2025.3549883
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
3.87
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article

“One Body, But Four Hands”: Exploring the Role of Virtual Hands in Virtual Co-embodiment

Zhuying Li, Hai‐Ning Liang, Xin Tong, X. Jin et al.
2 citations
IEEE Transactions on Visualization and Computer Graphics
Virtual Reality Applications and Impacts
3.87
article

“One Body, But Four Hands”: Exploring the Role of Virtual Hands in Virtual Co-embodiment

Zhuying Li, Hai‐Ning Liang, Xin Tong, X. Jin, Han Tu, Jingjing Zhang
article en
2 citations

Abstract

Virtual co-embodiment in virtual reality (VR) allows two users to share an avatar, enabling skill transfer from teachers to learners and influencing their Sense of Ownership (SoO) and Sense of Agency (SoA). However, mismatches between actual movements and displayed actions in VR can impair user experience, posing challenges to learning effectiveness. Although previous studies have addressed the influence of virtual bodies' visual factors on SoO and SoA, the impact of co-embodied hands' appearances remains underexplored. We conducted two user studies to examine the effects of virtual self-hands' existence and their visual factors (transparency and congruency) on SoO, SoA, and social presence. Study One showed significant improvements in SoO and SoA with the existence of virtual self-hands. In Study Two, we kept the self-hands and further focused on hand transparency and congruency. We found that identical appearances between self-hands and co-embodied hands significantly enhanced SoO. These findings stressed the importance of visual factors for virtual hands, offering valuable insights for VR co-embodiment design.

IEEE Transactions on Visualization and Computer GraphicsVol. 31(5)
University of Tsukuba (JP), Massachusetts Institute of Technology (US), Southeast University (CN)
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
3.87
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