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In Virtual Reality, How Much Body Do You Need? (nytimes.com)

An anonymous reader quotes a report from The New York Times: Will it soon be possible to simulate the feeling of a spirit not attached to any particular physical form using virtual or augmented reality? If so, a good place to start would be to figure out the minimal amount of body we need to feel a sense of self, especially in digital environments where more and more people may find themselves for work or play. It might be as little as a pair of hands and feet, report Dr. Michiteru Kitazaki and a Ph.D. student, Ryota Kondo. In a paper published Tuesday in Scientific Reports, they showed that animating virtual hands and feet alone is enough to make people feel their sense of body drift toward an invisible avatar (Warning: source may be paywalled; alternative source). Their work fits into a corpus of research on illusory body ownership, which has challenged understandings of perception and contributed to therapies like treating pain for amputees who experience phantom limb.

Using an Oculus Rift virtual reality headset and a motion sensor, Dr. Kitazaki's team performed a series of experiments in which volunteers watched disembodied hands and feet move two meters in front of them in a virtual room. In one experiment, when the hands and feet mirrored the participants' own movements, people reported feeling as if the space between the appendages were their own bodies. In another experiment, the scientists induced illusory ownership of an invisible body, then blacked out the headset display, effectively blindfolding the subjects. The researchers then pulled them a random distance back and asked them to return to their original position, still virtually blindfolded. Consistently, the participants overshot their starting point, suggesting that their sense of body had drifted or "projected" forward, toward the transparent avatar.

15 of 34 comments (clear)

  1. Seriously? by Anonymous Coward · · Score: 1

    Millennials are fucking retards.

  2. Re:Serial Experiments Lain by Aighearach · · Score: 2

    Shut up, Users are a myth. Get back to work and prepare for your timeslice.

  3. less is more by bugs2squash · · Score: 3, Insightful

    I could probably be happy with quite a bit less body than I have now...

    --
    Nullius in verba
  4. Re:What women think men think they need . . . by 93+Escort+Wagon · · Score: 1

    That would be a rather weird and creepy thing to see floating out there, disembodied.

    --
    #DeleteChrome
  5. If this was 20 or 30 years ago by bobstreo · · Score: 1

    they would be telling you a trackball and wireframe graphics VRML plugins in Netscape would be good enough.

    If hands and feet are good enough today, why not use stick figure hands and feet.

    If you want something immersive, being able to shift your POV is pretty useful.

    and I think Pornhub may have some VR studies that could have different findings.

  6. None? Perhaps a couple of dots? by RyanFenton · · Score: 2

    Listen - "virtual reality" is nice as a concept - but it's the same as any simulation. Yes - you can add arbitrary 'immersion' by adding various kinds of haptics, biofeedback, etc. reflecting body state and the like, but it's still virtual reality with just keyboard/mouse lame headset.

    It's all just what you want to add to it - but like with most simulations, the additional features tend to fade into the background once you acclimatize to them.

    And no matter how 'good' you make the simulation, because it IS a simulation, there is always going to strong pressures to use shorthands for longer experiences, injecting an artifice into the medium as it evolves. Books do this, movies do this, radio did this - all expressive works do this.

    I currently categorize virtual reality as a relatively shallow extension of regular computer simulations. It's not as shallow as say, 3D movies are to regular movies - but in the same sense as only needing say, a mouse pointer, or simple indicator of position you're controlling - the same would hold for Virtual Reality - perhaps a couple of dots contrasting well enough with the background to know what you'd interact with with your arms, or controller, or whatever.

    You don't even really need the dots if you can have the interactions themselves convey whatever you were controlling in-game/utility.

    Like, if you were just doing an interactive map program, you could follow smartphone logic, and just have hand movements to drag/zoom around that map. Same with an interactive movie theater app on no-interface mode. As long as you didn't expect everything to be a body simulation experience, there doesn't have to be any limitation - the headset is just a large-aspect virtual monitor for some uses.

    Ryan Fenton

  7. You need ALL OF IT by greggman · · Score: 2

    Played Dark Secret, first scene you look in a mirror to see your avatar. Tried to smile or make a facial expression but of course there are no sensors for face, immersion ruined.

    Played Job Simulator, dropped item on floor, tried to kick it away with my feet. Failed because no feet sensor. Immersion ruined. Also tried to hip close file drawer, failed because it can't tell where my hips are. Immersion ruined.

    Tried Rec Room. Saw other people. Wanted to give hand gestures (Peace, Shaka, Middle Finger, etc...) but couldn't. Need every finger tracked.

    I'm not saying the current VR isn't great, it is. Have loved several games. BUT, I IMO we need all of those in their. In order of priority IMO

    1. Face (this one is low-hanging fruit as it would be easy and cheap to do)
    2. Fingers
    3. Feet (this one and below are also easy, just add velcro strap sensors)
    4. Elbows
    4. Hips
    5. Knees

    1. Re:You need ALL OF IT by Calydor · · Score: 1

      TL;DR:

      Full dive or go home.

      --
      -=This sig has nothing to do with my comment. Move along now=-
    2. Re:You need ALL OF IT by Anonymous Coward · · Score: 1

      Yep, but then again, perfect is the enemy of good enough.

      I remember images of VR rigs in the 90's. Super expensive and not really that great.
      It has finally reached a point where it is good enough for home usage rather than just a tech demo.
      Even if it is just a novelty thing it is still a pretty big milestone.
      It is usable and small improvements can be added and reach a large audience if it is cheap enough.
      There is no longer any need to go for a full dive. Every small improvement will increase the group of people that thinks it is worth it.

      There already is a section of gamers willing to spend enough where it would be possible to sell a gaming harness so that you can allow full movement of arms and legs without running into walls.

      There are also a lot of research into direct brain interfacing and with some training people have been able to control the mouse pointer with the brain directly.
      Since there also are functional brain controlled bionic arms around I suspect that we aren't far away from a VR helmet that can grab arm and finger movements directly without any need for gaming gloves and velcro straps.
      With some training you would probably find it immersive even if the brain activity is different from the way you usually control your arms and your physical arms doesn't actually move with your VR ones.

    3. Re:You need ALL OF IT by drinkypoo · · Score: 1

      I'm not saying the current VR isn't great, it is. Have loved several games. BUT, I IMO we need all of those in their. In order of priority IMO [...]

      Can't the 360 version of Kinect track literally all of that stuff?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  8. Don't we know this already? by 140Mandak262Jamuna · · Score: 1

    The projected avatars can very selectively allow blaster bolts to pass through but be physical enough to hold and fight with a light saber. We have seen this.

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    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
  9. Weird conclusion by Anonymous Coward · · Score: 1

    They concluded, because the users consistently overshot their starting point, that the users were projecting themselves towards the avatar? It sounds like they had a conclusion they wanted to make, and tested only that which would support the conclusion rather than what might refute it, making this bad science.

    Why didn't they conclude that people tend to overestimate how much they're being pushed or pulled by external forces? Why not move the avatar as well, to see if this influences where the people end up? Or this could be checked in real life as well, eliminating the bias of the avatar to see if we just are bad at guessing distances. See if someone who is blindfolded also overestimates the distance they get pulled while blindfolded, and presumably on a skateboard or something so they can't use steps taken as a measure of the distance they were moved.

  10. Mocap by braindrainbahrain · · Score: 1

    With motion capture technology getting better and cheaper - and capable of real-time capture - incorporating a body in VR should be a solved problem soon. Startups are flocking to this space:

    Perception Neuron Hardware
    https://neuronmocap.com/produc...

    Kigurumi Live Animator (real time animation running on Perception Neuron)
    https://kila.amebaownd.com/

    See Kigurumi Live Animator Animation demo here:
    https://www.youtube.com/watch?...

    PrioVR:
    https://yostlabs.com/priovr/

    Ikenema Orion:
    https://ikinema.com/orion

    Motion Shadow:
    https://www.motionshadow.com/v...

    Coming "real soon now" Mocap with your phone camera: (open beta available)
    https://blogs.nvidia.com/blog/...

  11. One word.... by Dins · · Score: 1

    Rayman

  12. They don't exist. by sunking2 · · Score: 1

    There are no spirits, so how does one simulate being one?