International Symposium on Affective Science and Engineering
Online ISSN : 2433-5428
ISASE2025
セッションID: 3F02-01
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Affective Measurement 2
Breathing Motion Effects of a VR Avatar During Walking as a Method for Guiding User Perception
Shunya OGATAJue ZHANG
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It is known that, in a VR environment, introducing a misalignment between the user’s own motion and that of an avatar can alter the user’s impression. In a previous study, by utilizing camera shake effects, breathing motions were developed in a more immersive first-person perspective, where changes in the position of the avatar's viewpoint could be recognized. However, because that study dealt only with a stationary avatar, it remains unclear how breathing motion effects might function when the avatar is in motion. Therefore, the present research aims to investigate how breathing motion effects in a VR avatar walking around a field influence user perception. Experimental results suggest that while the avatar’s breathing motion effect acts as an independent factor during walking, its impact is weaker than when the avatar is standing still. Furthermore, participants developed a sense of bodily self-awareness toward the avatar, perceiving the shaking of the viewpoint as though it were their own motion. An analysis of LF/HF derived from heart rate variability indicates that slowing the breathing cycle can reduce user stress.

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© 2025 Japan Society of Kansei Engineering
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