Breathing Motion Effects of a VR Avatar During Walking as a Method for Guiding User Perception

It is known that, in a VR environment, introducing a misalignment between the user’s own motion and that of an avatar can alter the user’s impression. In a previous study, by utilizing camera shake effects, breathing motions were developed in a more immersive first-person perspective, where changes in the position of the avatar's viewpoint could be recognized. However, because that study dealt only with a stationary avatar, it remains unclear how breathing motion effects might function when the avatar is in motion. Therefore, the present research aims to investigate how breathing motion effects in a VR avatar walking around a field influence user perception. Experimental results suggest that while the avatar’s breathing motion effect acts as an independent factor during walking, its impact is weaker than when the avatar is standing still. Furthermore, participants developed a sense of bodily self-awareness toward the avatar, perceiving the shaking of the viewpoint as though it were their own motion. An analysis of LF/HF derived from heart rate variability indicates that slowing the breathing cycle can reduce user stress.

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Publication Details

Journal
International Symposium on Affective Science and Engineering
Published
2025-01-01
DOI
https://doi.org/10.5057/isase.2025-c000019
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Breathing Motion Effects of a VR Avatar During Walking as a Method for Guiding User Perception

Jue Zhang, Shunya OGATA
International Symposium on Affective Science and Engineering
Virtual Reality Applications and Impacts
article

Breathing Motion Effects of a VR Avatar During Walking as a Method for Guiding User Perception

Jue Zhang, Shunya OGATA
article en

Abstract

It is known that, in a VR environment, introducing a misalignment between the user’s own motion and that of an avatar can alter the user’s impression. In a previous study, by utilizing camera shake effects, breathing motions were developed in a more immersive first-person perspective, where changes in the position of the avatar's viewpoint could be recognized. However, because that study dealt only with a stationary avatar, it remains unclear how breathing motion effects might function when the avatar is in motion. Therefore, the present research aims to investigate how breathing motion effects in a VR avatar walking around a field influence user perception. Experimental results suggest that while the avatar’s breathing motion effect acts as an independent factor during walking, its impact is weaker than when the avatar is standing still. Furthermore, participants developed a sense of bodily self-awareness toward the avatar, perceiving the shaking of the viewpoint as though it were their own motion. An analysis of LF/HF derived from heart rate variability indicates that slowing the breathing cycle can reduce user stress.

International Symposium on Affective Science and EngineeringVol. ISASE2025(0)
Kogakuin University (JP)
Openalex Percentile: Top 89%
Virtual Reality Applications and Impacts
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