Evaluation of Segmentation Algorithms for Embodiment Improvement in an XR Application

In extended reality applications there is an increasing interest in combining virtual environments with realistic avatars and objects so the user can easily interact with them. Segmentation algorithms are already used to include video-based self-avatars. We propose using these algorithms to combine the real body of the user and surrounding objects to improve the sense of embodiment and the ability to interact in the virtual environment in a table etiquette use case. Moreover, we present the results of objective and subjective evaluations of the implemented algorithms to study the correlation between these metrics. We also highlight that the subjective evaluation includes participants with intellectual disabilities as potential users of the technology. This is crucial for ensuring that development and implementations account for their experiences, aiming to create more inclusive applications and evaluation methodologies.

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Published
2025-03-28
DOI
https://doi.org/10.1145/3712677.3720463
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Evaluation of Segmentation Algorithms for Embodiment Improvement in an XR Application

Álvaro Villegas, Marta Orduna, Ester González-Sosa, Amaya Jiménez-Moreno et al.
Virtual Reality Applications and Impacts
article

Evaluation of Segmentation Algorithms for Embodiment Improvement in an XR Application

Álvaro Villegas, Marta Orduna, Ester González-Sosa, Amaya Jiménez-Moreno, Pablo Pérez, Elena Conderana-Medem, Silvia Casino-Colom
article en

Abstract

In extended reality applications there is an increasing interest in combining virtual environments with realistic avatars and objects so the user can easily interact with them. Segmentation algorithms are already used to include video-based self-avatars. We propose using these algorithms to combine the real body of the user and surrounding objects to improve the sense of embodiment and the ability to interact in the virtual environment in a table etiquette use case. Moreover, we present the results of objective and subjective evaluations of the implemented algorithms to study the correlation between these metrics. We also highlight that the subjective evaluation includes participants with intellectual disabilities as potential users of the technology. This is crucial for ensuring that development and implementations account for their experiences, aiming to create more inclusive applications and evaluation methodologies.

Nokia (Spain) (ES), Universidad Pontificia Comillas (ES)
Openalex Percentile: Top 96%
Virtual Reality Applications and Impacts
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