The influence of embodiment in cybersickness produced by camera height differences in immersive VR

This thesis investigates the influence of camera height adjustments and self-avatar embodiment in immersive virtual reality (VR) environments, focusing on their effects on cybersickness, embodiment and presence. Cybersickness, often driven by sensory conflicts, remains a critical challenge for VR ad...

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Detalles Bibliográficos
Autor: Gruber, Adrian Anton
Tipo de recurso: tesis de maestría
Fecha de publicación:2025
País:España
Institución:Universitat Politècnica de Catalunya (UPC)
Repositorio:UPCommons. Portal del coneixement obert de la UPC
Idioma:inglés
OAI Identifier:oai:upcommons.upc.edu:2117/428987
Acceso en línea:https://hdl.handle.net/2117/428987
Access Level:acceso abierto
Palabra clave:Fatigue
Avatars (Virtual reality)
Cibermareig
Auto-embodiment d'avatar
Ajustaments d'alçada de la càmera
Presència en RV
Conflictes sensorials
Cybersickness
Self-Avatar Embodiment
Camera Height Adjustments
Presence in VR
Sensory Conflicts
Fatiga
Avatars (Realitat virtual)
Àrees temàtiques de la UPC::Informàtica::Programació
Descripción
Sumario:This thesis investigates the influence of camera height adjustments and self-avatar embodiment in immersive virtual reality (VR) environments, focusing on their effects on cybersickness, embodiment and presence. Cybersickness, often driven by sensory conflicts, remains a critical challenge for VR adoption. Although prior research has examined visual and proprioceptive discrepancies, the role of self-avatar embodiment to reduce these effects under varying camera heights is less explored. To address this gap, a pilot study was conducted employing a 2 × 3 factorial design, with six experimental conditions varying in camera height adjustments (default, +10 cm, +20 cm) and avatar presence (avatar vs. no-avatar). Participants were asked to perform an object-collection task while subjective and objective metrics were recorded. The results indicated minimal cybersickness across conditions and slightly increased confidence in free movement when an avatar was present. However, the controlled experimental setup’s high comfort level likely diminished the sensory conflicts needed to detect significant effects. These findings highlight the need for further iterations of the experimental design. Refinements should include more challenging VR scenarios that intesify sensory conflicts and possibly enhance avatar calibration to better align with users’ proprioceptive expectations