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A study on visuomotor and visuotactile synchronization in full body ownership illusion with virtual avatars

가상 아바타와의 전신 몸 소유감에서 시각-운동 및 시각-촉각 동기화에 관한 연구

  • 오진택 (한양대학교컴퓨터.소프트웨어학과) ;
  • 김지환 (한양대학교컴퓨터.소프트웨어학과) ;
  • 김광욱 (한양대학교컴퓨터.소프트웨어학과)
  • Received : 2022.06.09
  • Accepted : 2022.07.06
  • Published : 2022.07.26

Abstract

Body ownership illusion (BOI), which means 'the illusion that a non-bodily object feels like my body', has been actively studied since the Rubber-hand Illusion showed that a person can feel a rubber hand like one's own hand. It has been proven that BOI can be elicited for virtual bodies in virtual reality. Although many studies have been examined the effect of visuomotor (VM) and visuotactile (VT) stimuli, which are mainly used for the elicitation of BOI, there were very limited studies that delivered both stimuli to the whole body at the same time. In this paper, we investigated how each stimulus affects BOI when delivering VM and VT stimulisimultaneously to the virtual avatar, and examined user experience that appears as presence, emotion, and virtual motion sickness. The results showed that BOI was high when VM is synchronous, but there was no significant difference according to VT levels. In the case of presence, it was confirmed that VT affects only when VM is synchronous, and in the case of emotion, both VM and VT affect valence, and in the case of virtual motion sickness, a statistical difference is not found.These results suggest that overall synchrony of VM is important factor in BOI with virtual avatars, but that the matching VT affects subjective experience such as presence when VM is synchronous.

'실제 신체가 아닌 대상이 내 신체처럼 느껴지는 환상'을 의미하는 몸 소유감 환상 (Body Ownership Illusion; BOI)은 고무 손 환상 (Rubber-Hand Illusion) 실험에서 사람이 고무손을 자신의 손처럼 느낄 수 있다는 것을 보여준 뒤로 활발히 연구되어 왔으며, 가상 현실에서도 가상 신체에 대해 BOI가 형성될 수 있다는 것이 증명되었다. BOI의 형성을 위해 주로 사용된 Visuomotor(VM; 시각-운동), Visuotactile(VT; 시각-촉각) 자극이 어떤 영향을 미치는지 많은 연구가 되어왔으나 두 자극을 동시에 전신에 전달한 연구는 매우 제한적이었다. 본 연구에서는 가상 아바타와의 전신 몸 소유감에서 VM, VT 자극을 동시에 전달했을 때 각 자극이 BOI에 어떤 영향을 미치는지 연구하였고 추가적으로 임장감, 감정, 가상 멀미감으로 나타나는 사용자 경험을 연구하였다. 연구결과 BOI 측정 결과는 VM 측면에서는 자극이 일치할 때 높게 나타났으나 VT의 경우는 유의미한 차이가 나타나지 않았다. 임장감의 경우 VT는 VM이 일치하는 경우에서만 영향을 주는 것을 확인하였으며, 감정의 경우 정서가 정도에서 VM과 VT 자극이 모두 영향을 주고, 가상 멀미감의 경우 통계적인 차이를 확인하지 못하였다. 이러한 연구 결과는 가상 아바타와의 전신 몸 소유감에서 전반적으로 VM의 일치도가 중요한 요인이지만, VM이 일치되는 경우 VT의 일치가 임장감과 같은 주관적 경험에 영향을 줌을 시사한다.

Keywords

Acknowledgement

이 논문은 2021년도 정부(과학기술정보통신부)의 재원으로 한국연구재단의 지원을 받아 수행된 연구임(No. 2021R1A2C2013479). 이 논문은 2021년도 정부(과학기술정보통신부)의 재원으로 정보통신기획평가원의 지원을 받아 수행된 연구임 (No. 2021-0-00590, 대규모 노드에서 블록단위의 효율적인 거래 확정을 위한 최종성 보장 기술개발). Correspondence to K. Kim(kenny@hanyang.ac.kr)

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