TY - GEN
T1 - “A False Reality”? A Micro-phenomenology of Avatars in VR
AU - Hu, Xinyue
AU - Dalsgaard, Tor-Salve
AU - Hornbæk, Kasper
PY - 2025
Y1 - 2025
N2 - The experience of embodiment is central to how we conceptualize, design, and evaluate VR systems. Previous research frequently relies on questionnaires to assess embodiment. Thus, qualitative aspects of this experience are rarely considered, as they cannot be evaluated by questionnaires. We use micro-phenomenological interviews to gather qualitative data on embodiment in VR across 20 participants. The interviews show that embodiment can be negatively affected by controllers and rendering, though goal-oriented interaction positively supports it. Participants’ perception of realism is more dynamic and tolerates more ambiguity than suggested in the literature. Participants describe the processes of entering and exiting VR as requiring both effort and adaption. Finally, participants perceive virtual objects and agents as influencing but separate from their experience. We discuss these findings in relation to typical embodiment research in HCI and suggest design implications for future VR applications.
AB - The experience of embodiment is central to how we conceptualize, design, and evaluate VR systems. Previous research frequently relies on questionnaires to assess embodiment. Thus, qualitative aspects of this experience are rarely considered, as they cannot be evaluated by questionnaires. We use micro-phenomenological interviews to gather qualitative data on embodiment in VR across 20 participants. The interviews show that embodiment can be negatively affected by controllers and rendering, though goal-oriented interaction positively supports it. Participants’ perception of realism is more dynamic and tolerates more ambiguity than suggested in the literature. Participants describe the processes of entering and exiting VR as requiring both effort and adaption. Finally, participants perceive virtual objects and agents as influencing but separate from their experience. We discuss these findings in relation to typical embodiment research in HCI and suggest design implications for future VR applications.
U2 - 10.1007/978-3-031-93861-0_5
DO - 10.1007/978-3-031-93861-0_5
M3 - Article in proceedings
SN - 978-3-031-93860-3
T3 - Lecture Notes in Computer Science
SP - 77
EP - 96
BT - Human-Computer Interaction
PB - Springer
ER -