How Does VR Enhance Virtual Embodiment Experiences, Especially For Non-Human Characters Such As Animals
Tariq, Salik (2026)
Tariq, Salik
2026
Master's Programme in Computing Sciences and Electrical Engineering
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
Hyväksymispäivämäärä
2026-05-22
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202605226135
https://urn.fi/URN:NBN:fi:tuni-202605226135
Tiivistelmä
The aim of this research is to investigate the effect of various locomotion methods in virtual reality (VR) on users' perceived embodiment, presence, and usability experiences when inhabiting avatars of non-human animals. A within-subjects experimental design was used with 15 participants, who were presented with three different conditions for the avatar: a human climber, a flying squirrel (climbing and gliding), and a bird (free flight). In each condition, a task-equated virtual obstacle course was completed. SUS, I-Group Presence Questionnaire (IPQ), and Virtual Embodiment Questionnaire (VEQ) were used to assess usability, presence, and embodiment respectively at the subscale level. Eight separate analyses of one-way repeated measures ANOVAs were run in addition to per-avatar Pearson correlations and a semi-structured interview analyzed by thematic analysis.
Results showed that across all three avatars, there was no significant difference in perceived presence, irrespective of the locomotion style. Agency was the most robust embodiment dimension across all conditions, and Change in Perceived Body Schema was the most salient dimension of difference, with the lowest score being the squirrel. The highest usability rating was given to the bird avatar, while condition-specific correlations showed that usability was most strongly correlated with attentional engagement during the cognitively demanding squirrel condition. The qualitative results highlighted the following recurring design concerns: smoothness of the camera, learnability of locomotion, body representation, and richness of the environment. All participants reported improvement in control confidence over the session.
The results of this study seem to indicate that learnability of control mapping is a more important factor than morphology similarity to the human body for maintaining embodiment with non-human VR avatars. The study builds on the ongoing body of literature on embodiment in VR by combining validated subscale-level measures of usability, presence, and embodiment with locomotion-specific analysis for a variety of avatar types.
Results showed that across all three avatars, there was no significant difference in perceived presence, irrespective of the locomotion style. Agency was the most robust embodiment dimension across all conditions, and Change in Perceived Body Schema was the most salient dimension of difference, with the lowest score being the squirrel. The highest usability rating was given to the bird avatar, while condition-specific correlations showed that usability was most strongly correlated with attentional engagement during the cognitively demanding squirrel condition. The qualitative results highlighted the following recurring design concerns: smoothness of the camera, learnability of locomotion, body representation, and richness of the environment. All participants reported improvement in control confidence over the session.
The results of this study seem to indicate that learnability of control mapping is a more important factor than morphology similarity to the human body for maintaining embodiment with non-human VR avatars. The study builds on the ongoing body of literature on embodiment in VR by combining validated subscale-level measures of usability, presence, and embodiment with locomotion-specific analysis for a variety of avatar types.
