The Sense of Embodiment in Virtual Reality
By Konstantina Kilteni, Raphaela Groten, Mel Slater. Presence - Teleoperators and Virtual Environments, 2012
1,486 citations recorded by the source corpus.
Subfields: Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/2224615e19ef77e493876bcf2cf6244c1b3e7d1a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Social Psychology
- Tabitha C. Peck
- Mar González-Franco
- Richard Skarbez
- Mary C. Whitton
- Frederick P. Brooks, Jr.
- Konstantina Kilteni
- Michael Barnett-Cowan
- Sophie Kenny
In Human-Computer Interaction
- Mel Slater
- Richard Skarbez
- Mary C. Whitton
- Tabitha C. Peck
- Mar González-Franco
- Frederick P. Brooks, Jr.
- Konstantina Kilteni
- Michael Barnett-Cowan
Citations in the corpus
- The role of interaction in virtual embodiment: Effects of the virtual hand representation (2016, background): “fr ter the user’s self perception and/or behavior? Virtual reality is a powerful tool to answer these questions as the user’s avatar can be altered in numerous ways in order to assess changes in the sense of embodiment and behavior [15].”
- Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play (2013, background): “However, the psychological, behavioral and attitudinal consequences of such body transformations remain unknown [3].”
- Avatar Embodiment. Towards a Standardized Questionnaire (2018, background): “…the body (body ownership), which can be influenced by the external appearance of the body and the ability to control the actions of the body (agency), and the possibility to feel the sensorial events directed to the body (such as touch) (Carruthers, 2008; Longo et al., 2008; Kilteni et al., 2012a).”
- Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? (2018, background): “A VR user creates a virtual body inside the immersive virtual environment as an analog of his or her biological body (Kliteni et al., 2012).”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “The embodiment of an avatar is in turn dependent on the synchronicity of sensory stimuli obtained by a VR user (Kilteni et al., 2012).”
- A Survey of Presence and Related Concepts (2017, methodology): “Kilteni et al. also provide a “working definition” for Sense of Embodiment , defining it as a combination of three subcomponents, “the sense of self-location, the sense of agency, and the sense of body ownership” [70].”
- Seven HCI Grand Challenges (2019, background): “This involves advances in sense of embodiment, which includes sense of self-location, sense of agency, and sense of body ownership (Kilteni, Groten, & Slater, 2012).”