Auflistung nach Autor:in "Bogon, Johanna"
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- KonferenzbeitragHow to Induce a Physical and Virtual Rubber Hand Illusion(Mensch und Computer 2022 - Tagungsband, 2022) Kalus, Alexander; Kocur, Martin; Henze, Niels; Bogon, Johanna; Schwind, ValentinUnderstanding body ownership is essential when creating virtual reality (VR) applications using avatars. One of the most widely-used paradigm to investigate body ownership is the rubber hand illusion (RHI). When a real hand and a rubber hand are stroked synchronously, participants can experience the rubber hand as their own hand. Although the knowledge from RHI experiments in the real world is applied to when users embody avatars in VR, it is still unclear whether the illusory ownership of a virtual and physical body produce the same effects. In addition, conducting RHI studies in VR would allow gaining a range of novel experiments that are not possible in the real world. With this demonstration, we therefore present a system and approach to investigate the RHI in the real world and in VR.
- KonferenzbeitragPhysiological and Perceptual Effects of Avatars' Muscularity while Rowing in Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Kocur, Martin; Noack, Thomas; Schwind, Valentin; Bogon, Johanna; Henze, NielsVirtual reality enables embodying different avatars. Coined the Proteus effect, previous work found that the visual characteristics of an avatar can cause behavioral, attitudinal, and perceptual effects. Recent work suggests that avatars’ muscularity can even have physiological effects while cycling in virtual reality. As the effects have not been replicated it is, however, unclear how robust they are and if effects are limited to specific activities, such as cycling. Therefore, we conducted a study to understand if avatars’ muscularity also causes physiological and perceptual effects for other tasks and if the effects can be replicated. 16 participants embodied a muscular and a non-muscular avatar while rowing on an indoor rower. We found that over time participants’ heart rates increased significantly slower when embodying a muscular avatar compared to a non-muscular avatar. While not significant, descriptive statistics suggest the same trend for perceived exertion. Overall, the results confirm previous findings and support the conclusion that avatars can cause physiological effects for a range of physical activities.
- WorkshopbeitragTime and Timing in Human-Computer Interaction(Mensch und Computer 2023 - Workshopband, 2023) Riemer, Martin; Bogon, Johanna; Rußwinkel, Nele; Henze, Niels; Wiese, Eva; Halbhuber, David; Thomaschke, RolandTime perception is an integral aspect of human experience and has numerous implications for the communication between humans and computers. When interacting with computers, user experience is often compromised by non-optimal latency and temporal misperception. In this workshop, we gather scientists from diverse research fields (including Human-Computer Interaction, Psychology, Computer Sciences, and Design) to discuss the possibilities of altering the temporal experience of users of interactive systems and to reflect on the potential benefits and risks of such a systematic manipulation. This workshop aims to foster a shared understanding of imminent research questions at the intersection of time perception and HCI research and to identify strategies for tackling them in collaborative projects.
- WorkshopbeitragTime and Timing in Video Games: How Video Game and Time Perception Research can benefit each other(Mensch und Computer 2023 - Workshopband, 2023) Bogon, Johanna; Halbhuber, DavidTime is omnipresent in virtually all video games, shaping their design and mechanics. Players harness these temporal components to gain an advantage over their opponents and the game. The ability to use temporal properties stems from time being an essential aspect of human cognition and perception. In this position paper, we explore the potential synergies between the study of temporal cognition and perception and the study of video games. In particular, we highlight how fundamental research in these fields can benefit from analyzing temporal cognition in video games. By investigating the interaction between players and temporal elements in game environments, researchers can gain valuable insights into the mechanisms of human temporal cognition. Conversely, we also shed light on the reciprocal relationship between these findings and video game design. Incorporating knowledge from temporal cognition research, may allow game designers to enhance the overall game experience and improve player performance. This symbiotic exchange between research and video game development has the potential to foster innovation and create more engaging and immersive gaming experiences. Overall, our position paper emphasizes the interconnection between video games and temporal cognition research. By leveraging the ubiquitous nature of time in games and its fundamental role in human cognition, both fields can benefit from each other’s insights and advances.
- WorkshopbeitragTowards Determining the Physical Characteristics that Induce the Proteus Effect(Mensch und Computer 2024 - Workshopband, 2024) Valletta, Elisa; Kalus, Alexander; Bogon, Johanna; Henze, NielsIn virtual reality (VR), users can be represented by avatars, that do not necessarily match their own body image. Using a first-person perspective and giving the user full control of the avatar can reinforce the illusion that the virtual body belongs to the user. This can lead to the Proteus effect, where the representation of the avatar influences the user’s behaviour, attitude, perception or performance. This influence depends on how the visual characteristics of the avatar are perceived and what expectations and experiences are associated with this appearance. Several studies have investigated the effect of embodying an avatar that does not match one's own body in terms of physical fitness, for example using muscular or overweight avatars. However, it is unknown which body characteristics exactly can be represented by avatars in such a way that they can be perceived by users and thus create a Proteus effect. We propose a systematic evaluation of five physical characteristics to understand which physical characteristics can be recognizably transferred to an avatar and thus induce the Proteus effect. In addition to understand which physical characteristics can induce the Proteus effect, the proposed approach can help analysing further avatar characteristics.