TY - JOUR
T1 - Construction of the Virtual Embodiment Questionnaire (VEQ)
AU - Roth, Daniel
AU - Latoschik, Marc Erich
N1 - Publisher Copyright:
© 1995-2012 IEEE.
PY - 2020/12
Y1 - 2020/12
N2 - User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no data-driven and validated instrument to empirically measure the perceptual aspects of embodiment, necessary to reliably evaluate this important phenomenon. To provide a method to assess components of virtual embodiment in a reliable and consistent fashion, we constructed a Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature to identify applicable constructs and questionnaire items, and performed a confirmatory factor analysis (CFA) on the data from three experiments ($N=196$). The analysis confirmed three factors: (1) ownership of a virtual body, (2) agency over a virtual body, and (3) the perceived change in the body schema. A fourth study ($N=22$) was conducted to confirm the reliability and validity of the scale, by investigating the impacts of latency and latency jitter present in the simulation. We present the proposed scale and study results and discuss resulting implications.
AB - User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no data-driven and validated instrument to empirically measure the perceptual aspects of embodiment, necessary to reliably evaluate this important phenomenon. To provide a method to assess components of virtual embodiment in a reliable and consistent fashion, we constructed a Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature to identify applicable constructs and questionnaire items, and performed a confirmatory factor analysis (CFA) on the data from three experiments ($N=196$). The analysis confirmed three factors: (1) ownership of a virtual body, (2) agency over a virtual body, and (3) the perceived change in the body schema. A fourth study ($N=22$) was conducted to confirm the reliability and validity of the scale, by investigating the impacts of latency and latency jitter present in the simulation. We present the proposed scale and study results and discuss resulting implications.
KW - Agency
KW - Avatars
KW - Body Ownership
KW - Virtual Embodiment
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85096079778&partnerID=8YFLogxK
U2 - 10.1109/TVCG.2020.3023603
DO - 10.1109/TVCG.2020.3023603
M3 - Article
C2 - 32941148
AN - SCOPUS:85096079778
SN - 1077-2626
VL - 26
SP - 3546
EP - 3556
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 12
M1 - 9199571
ER -