Virtual Embodiment in virtual mirrors and presence: effects on adolescent self-esteem
Background Recent advancements within Virtual Reality (VR) have enabled bodily illusions which provide as sense of Virtual Embodiment. This is achieved through virtual mirrors, which enable the illusion that the body viewed in the mirror is their own. While Virtual Embodiment has been shown to affect self-esteem in adults, its impact on adolescents remains largely unknown. Objective Adolescence is a critical stage of self-esteem development, marked by rapid physical and psychological changes. This study examined whether embodiment in a powerful Virtual Embodiment viewed via a virtual mirror, could enhance adolescents’ self-esteem. It also explored the moderating role of Sense of Presence, on this relationship. Method A total of 160 adolescents were randomly assigned to experimental group or control group. The experimental group were placed in a virtual environment with a virtual mirror, in which they could see themselves as Power VE–a physically powerful Virtual Embodiment. The control group interacted with the same environment but without a mirror or physical actions. All participants completed the Rosenberg Self-Esteem Scale before and after the VR experience, along with measures of Sense of Presence and Virtual Embodiment. Results Both groups demonstrated increases in self-esteem following the VR experience. Participants in the experimental group reported significantly higher levels of Sense of Presence compared to the control group. Although Sense of Presence did not significantly moderate the relationship between group assignment and self-esteem change, higher Sense of Presence was associated with a more immersive embodiment experience. Conclusion The findings suggest that brief exposure in virtual environments may be associated with short-term changes in adolescents’ self-esteem and highlight Sense of Presence as a central experiential component of Virtual Embodiment. These insights underscore the potential of Virtual Embodiment for educational and therapeutic contexts tailored to adolescents’ developmental needs.
- Research Article
3
- 10.1109/tvcg.2025.3549545
- May 1, 2025
- IEEE transactions on visualization and computer graphics
In the real world, the body typically remains within the downward field of view (FOV) irrespective of whether it is consciously or unconsciously observed. However, with head-mounted displays (HMDs) that have restricted viewing angles, users are unable to see their own avatars directly unless they tilt their heads significantly downward. To overcome this, virtual mirrors are commonly employed in virtual environments (VEs) to provide users with a full-body view of their avatars, which ultimately enhances the viewer's sense of embodiment (SoE). However, positioning users directly in front of a virtual mirror may restrict their movement and reduce their sense of presence. To overcome this limitation, we developed an HMD with an extended downward field of view (FOV) integrated with eye-tracking. We compared the impact of using virtual mirrors alone versus the extended downward FOV in terms of several parameters, including the head pitch angle, perceived SoE, presence, and task difficulty during a reaching task that involves both hand and foot movements. The results demonstrated that the extended downward FOV offered by the proposed HMD improved the users' sense of agency toward their avatars and enhanced their sense of presence compared to when only virtual mirrors are used. In addition, the participants tended to use the virtual mirror for hand movements and relied on the extended downward FOV for foot movements, often maintaining a stable head angle. Both the virtual mirror and extended downward FOV facilitated easier and faster completion of a reaching task while encouraging an upward head angle. However, the combined use of virtual mirrors and extended downward FOV did not have a significant impact on the SoE or presence. Notably, the extended downward FOV alone, without the integration of the virtual mirror, was more effective in increasing both SoE and presence.
- Book Chapter
1
- 10.1007/978-3-642-16259-6_4
- Jan 1, 2010
In this paper, we present an improvement to an image integration technique called Virtual Mirroring (VM). The basis for this approach is formed on the notion that humans are familiar with seeing multiple views of a scene through reflections off various reflective surfaces. VM overlays secondary views of a scene onto virtual mirrors that can be seen by a primary view of the scene, thereby providing more views of a given scene to the observer. We refer to the cameras that capture the secondary and primary views as Secondary (SC) and Principal (PC) Cameras respectively. In our previous approach, the camera setup was constrained to a specific relative position between the cameras. Moreover, the virtual mirrors we created did not respect the laws of reflection. In this new approach, we assume an object plane on the scene in order to be able to determine the world position of each SC image point and subsequently, the corresponding points of reflection through a virtual mirror. By using an object plane, the camera placement is not constrained and the virtual mirrors are created using equations that adhere to the laws of reflection.KeywordsCoordinate FrameObject PlaneComposite ImageView IntegrationAugmented Reality SystemThese keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
- Research Article
6
- 10.3758/s13428-021-01761-9
- May 2, 2022
- Behavior Research Methods
Enfacement illusions are traditionally elicited by visuo-tactile stimulation, but more active paradigms become possible through the usage of virtual reality techniques. For instance, virtual mirrors have been recently proposed to induce enfacement by visuo-motor stimulation. In a virtual mirror experiment, participants interact with an avatar that imitates their facial movements. The active control over the avatar greatly enhances the sense of agency, which is an important ingredient for successful enfacement illusion induction. Due to technological challenges, most virtual mirrors so far were limited to the imitation of the participant’s head pose, i.e., its location and rotation. However, stronger experiences of agency can be expected by an increase in the avatar’s mimicking abilities. We here present a new open-source framework for virtual mirror experiments, which we call the Open Virtual Mirror Framework (OVMF). The OVMF can track and imitate a large range of facial movements, including pose and expressions. It has been designed to run on standard computer hardware and easily interfaces with existing toolboxes for psychological experimentation, while satisfying the requirement of a tightly controlled experimental setup. Further, it is designed to enable convenient extension of its core functionality such that it can be flexibly adjusted to many different experimental paradigms. We demonstrate the usage of the OVMF and experimentally validate its ability to elicit experiences of agency over an avatar, concluding that the OVMF can serve as a reference for future experiments and that it provides high potential to stimulate new directions in enfacement research and beyond.
- Research Article
42
- 10.1089/cyber.2015.0520
- Jun 21, 2016
- Cyberpsychology, Behavior, and Social Networking
Although several studies have looked at the effects of online product presentations on consumer decision making, no study thus far has considered a potential key factor in online product evaluations: tangibility. The present study aims at filling this gap by developing and testing a model that relates different online product presentation formats to the three-dimensional concept of product tangibility. We test how the three tangibility dimensions influence perceived diagnosticity and, eventually, online purchase intentions. A between-subjects lab experiment (n = 366) was used to test the hypothesized effects of three common online product presentation formats (pictures vs. 360 spin rotation vs. virtual mirror). The results showed that out of these formats, virtual mirrors were superior in providing a sense of product tangibility, followed by the 360-spin rotation format and static pictures. Furthermore, in terms of predictive validity, two of the three tangibility dimensions significantly increased perceived diagnosticity, which, in turn, positively and strongly affected purchase intentions. Overall, our results add to previous works studying the relationships between online product presentation formats and consumer decision making. Also, they hold value for online practitioners by highlighting the potential benefits of applying technologically advanced product presentation formats such as the virtual mirror.
- Research Article
- 10.2196/71004
- Oct 2, 2025
- JMIR Formative Research
BackgroundAs virtual reality technologies become more accessible, understanding how design features influence user experience (UX) and psychological benefit is critical, particularly for emotionally sensitive interventions. Thus, while prior studies support the use of self-compassion paradigms in immersive virtual reality (VR) environments, the effects of avatar stylization, customization, and mirrored self-representation on therapeutic outcomes are not well understood. For instance, while it is often assumed that increasingly realistic avatars are preferable to less realistic ones, this basic premise remains largely untested.ObjectiveThis study aimed to evaluate whether avatar appearance, customization features, and virtual mirrors affect UX and therapeutic outcomes in VR self-compassion therapy. Specifically, we examined whether stylized avatars, avatar customization, and virtual mirror feedback influenced user-rated self-compassion and depression symptoms.MethodsAcross three between-subjects studies (N=107 neurotypical adults), participants engaged in an immersive individualized VR therapy protocol based on a 2-phase compassion task. The conditions were (1) stylized avatars (n=20), (2) stylized customizable avatars (n=49), and (3) stylized customizable avatars with a virtual mirror (n=38). Participants completed the User Experience Questionnaire, the Self-Compassion Scale, and the 8-item Patient Health Questionnaire (PHQ-8). In study 3, presence was also assessed using the Slater-Usoh-Steed scale. Qualitative feedback was analyzed thematically. Between- and within-study comparisons used t tests and Mann-Whitney U tests.ResultsAvatar customization (study 2) led to a significant increase in self-compassion (Self-Compassion Scale: baseline mean 3.05, SD 0.98; follow-up mean 3.55, SD 1.16; t89=2.22; P=.03; d=–0.47), though PHQ-8 scores remained unchanged. The virtual mirror condition (study 3) significantly improved depression scores (PHQ-8: U=477.5; z=2.53; P=.01; r=0.30) and UX across four User Experience Questionnaire categories, including attractiveness and dependability. However, self-compassion did not significantly change in study 3 (mean 3.88, SD 1.33 → mean 4.09, SD 1.05; t63=0.71; P=.47; d=0.18). Presence scores in study 3 (mean 4.56, SD 1.58) were also comparable to real-world benchmarks. Qualitative feedback highlighted strong engagement with avatars and mirrors, and participants reported emotional safety and personalization benefits.ConclusionsStylized avatars, when paired with customization and mirrored embodiment, can support UX and therapeutic benefit in VR self-compassion therapy. These findings challenge the assumption that hyperrealistic avatars are superior and highlight the importance of emotionally congruent design choices. The combination of stylization, individualization, and visual feedback may offer a low-barrier, user-aligned strategy for future therapeutic VR applications.
- Research Article
5
- 10.1109/access.2020.3019012
- Jan 1, 2020
- IEEE Access
Popular virtual reality systems today allow us to experience highly immersive applications in which virtual objects are realistically perceived via stereoscopic displays and can be directly manipulated based on hand-eye coordination in a very similar way as in the real world. However, the insufficiency of sensory feedback as well as the limited degrees-of-freedom of input motion still hinders precise and elaborate manipulation in virtual reality. Aiming at more precise 3D manipulation, we present a new method of extending the user’s spatial perception ability with the ‘virtual mirrors’ , which expose the hidden spatial information of given virtual scenes to the user. The movement of a virtual mirror is automatically controlled by solving an optimization problem iteratively, in which the objective function prefers the placement of the mirror that can highlight the spatial relationship between the manipulated object and the object nearest to it. The optimization process is handled efficiently for each time step based on our method for finding the closest gap between any two objects based on the OBB (oriented bounding box) trees and our sampling-based approximate approach to the optimization problem. The usefulness of our method is demonstrated by several pilot applications under various usage scenarios, such as assembling construction toys and solving 3D dissection puzzles. The quantitative results of our user study show that the virtual mirror is very helpful in increasing the precision in 3D manipulation tasks in virtual reality.
- Research Article
1
- 10.1080/15213269.2025.2538145
- Aug 3, 2025
- Media Psychology
Mirror dwelling – the act of observing one’s avatar in a virtual mirror – has emerged as a compelling behavioral phenomenon in Social Virtual Reality (SVR). Yet, its psychological underpinnings remain underexplored. This pre-registered study investigates how mirror dwelling contributes to users’ sense of presence and embodiment, key experiential constructs in immersive virtual environments. Drawing on a sample of 72 Belgian adults, we employ structural equation modeling and mediation analysis to examine both the direct effects of mirror dwelling duration and the mediating role of a newly introduced construct: the mirror process – a recursive mechanism of self-recognition and identity integration through visual feedback. Contrary to expectations, the objective duration of mirror dwelling does not significantly predict either presence or embodiment. However, participants’ engagement in the mirror process is positively associated with both outcomes, underscoring a central insight: the psychological quality of mirror interaction is more consequential than its duration. These findings suggest that virtual mirrors function not merely as reflective surfaces but as cognitive instruments that deepen the user’s bond with their avatar. By highlighting the role of the mirror process, this study contributes a novel framework for understanding how identity is formed and embodied in SVR, offering theoretical and methodological tools for future research.
- Conference Article
8
- 10.1109/wevr.2017.7957713
- Mar 19, 2017
We discuss the development of an educational teacher-guided VR environment and address communication problems noticed during formative evaluations of a teacher’s interface. We especially describe motivations and problems related to a TV-based virtual mirror interface, and we present a study of 3D pointing in the virtual mirror. Efforts to develop a practical interface for repeated classroom use led to a TV interface that allows the teacher to stand unencumbered in front of a large TV showing their depth-camera-based image in a surrounding virtual environment. The limited field of regard of the TV required adressing several problems. First, to support pointing at virtual objects in an environment where the teacher stood in front of or beside virtual objects, we used the mirror-type view with a wide field of view. Visual pointing cues were added to correct problems observed with teacher pointing related to the indirectness of pointing in a mirror and to a low sense of depth. Additional visual cues allow the teacher to make eye contact with networked immersed students, considering the mirror view does not provide a direct view of student avatars. The development and evaluation of visual pointing cues provides a basis for better understanding and improving 3D pointing with virtual mirrors.
- Research Article
14
- 10.1109/tii.2021.3053965
- Jan 25, 2021
- IEEE Transactions on Industrial Informatics
The data loss and corresponding false fault features of single-phase or multiphase detection signals caused by sensors is a relatively troublesome problem, which can increase the difficulty to the fault diagnosis of switch fault and open-phase fault of inverter, and even can lead to false alarm. For these problems, a complementary virtual mirror fault diagnosis method for microgrid inverter is proposed to improve them. First, the virtual mirrors are constructed, which contain fault information in different angle. Second, a cross comparison processing method is used to gain the cross variables and corresponding mirror cross variables by the obtained virtual mirrors and detected signals, which can extract and normalize fault components from different angle in the same way, respectively. Thus, it can reduce the impact of data loss. Third, the self-correction fault degree (scf) and averages fault degree (af) are calculated. Specially, scf can further reduce the influence of data loss and false fault features through the complementarity of cross variables and mirror cross variables. For af, it is a steady-state expression of fault degree, which can reduce the fluctuation of fault degree variable and the possibility of false alarm. Then, fault detection is implemented through the joint decision of scf and af. Finally, the fault is located by the fault detection results and the extracted mirror complementary location information. Compared with the existing fault diagnosis methods, it not only can diagnose switch fault of inverter, but also can have certain robustness for single-phase or multiphase data loss. Meanwhile, it also has relatively fewer parameters and the lower difficulty of debugging, which are conducive to practical application. The effectiveness of the proposed method is validated by the experiment results.
- Research Article
19
- 10.3389/frvir.2022.1031093
- Dec 21, 2022
- Frontiers in Virtual Reality
Virtual reality applications employing avatar embodiment typically use virtual mirrors to allow users to perceive their digital selves not only from a first-person but also from a holistic third-person perspective. However, due to distance-related biases such as the distance compression effect or a reduced relative rendering resolution, the self-observation distance (SOD) between the user and the virtual mirror might influence how users perceive their embodied avatar. Our article systematically investigates the effects of a short (1 m), middle (2.5 m), and far (4 m) SOD between users and mirror on the perception of their personalized and self-embodied avatars. The avatars were photorealistic reconstructed using state-of-the-art photogrammetric methods. Thirty participants repeatedly faced their real-time animated self-embodied avatars in each of the three SOD conditions, where they were repeatedly altered in their body weight, and participants rated the 1) sense of embodiment, 2) body weight perception, and 3) affective appraisal towards their avatar. We found that the different SODs are unlikely to influence any of our measures except for the perceived body weight estimation difficulty. Here, the participants perceived the difficulty significantly higher for the farthest SOD. We further found that the participants’ self-esteem significantly impacted their ability to modify their avatar’s body weight to their current body weight and that it positively correlated with the perceived attractiveness of the avatar. Additionally, the participants’ concerns about their body shape affected how eerie they perceived their avatars. The participants’ self-esteem and concerns about their body shape influenced the perceived body weight estimation difficulty. We conclude that the virtual mirror in embodiment scenarios can be freely placed and varied at a distance of one to four meters from the user without expecting major effects on the perception of the avatar.
- Conference Article
3
- 10.1145/2037373.2037413
- Aug 30, 2011
In this paper, we describe our MirrorMap system, a 2D mobile map system that is augmented with live videos. In most major modern cities, traffic cameras and publicly accessible webcams are in abundance. These cameras provide live coverage of given city and are often positioned such that they have superior views of the scene. As such, it would be beneficial if a person who is wayfinding could have access to these video feeds, to acquire greater information about the area as they are route planning. Moreover, it would be beneficial if the system could provide the video feeds in a natural and familiar way that maintains the spatial relationships between the position of the corresponding camera and the person. We adopt a method called Virtual Mirroring. For each camera source, we place a virtual mirror in its stead. The mirror reflects the feed from the camera, and what results is the appearance that there are mirrors located in the position of the cameras. Akin to the well placed mirrors in convenience stores that provide shopkeepers with views of aisles he or she would not normally be able to see from the cash register, the user can point her (or his) mobile device in the direction of the source camera and see the virtual mirrors that are displaying the video feed. By so doing, the user can see additional views of the environment she would not normally be able to see from where she is standing. This additional information can inform her route planning.
- Research Article
149
- 10.1016/j.chb.2014.07.036
- Aug 7, 2014
- Computers in Human Behavior
Present it like it is here: Creating local presence to improve online product experiences
- Research Article
1
- 10.31579/2693-4779/263
- Mar 27, 2025
- Clinical Research and clinical Trials
Recent advancements in Large Language Models (LLMs) and multimodal data integration have significantly advanced the field of autonomous robotic systems, enhancing their ability to interact with and adapt to complex environments. This paper presents an in-depth exploration of reinforcement learning (RL) methodologies for autonomous robots, particularly those operating in virtual environments, utilizing the power of LLM-based multimodal data fusion and virtual embodiment. By integrating diverse forms of data, such as visual inputs, speech recognition, and sensor feedback, robots can enhance their learning processes and improve their ability to perform complex tasks in dynamic, real-world settings. The core of this study lies in the application of RL techniques to enable robots to continuously adapt and optimize their behavior based on feedback from multimodal sources. Through the fusion of LLMs with sensory data, robots can develop a more holistic understanding of their environment, enabling more sophisticated decision-making. The use of virtual simulation frameworks plays a crucial role in training robots in controlled, repeatable scenarios, where RL algorithms can be tested and refined without the risks associated with real-world trials. These simulations offer a rich platform for robots to learn by interacting with virtual objects, environments, and human operators, improving their performance and adaptability. Experimental results presented in this study demonstrate the efficacy of this integrated approach, showing that robots utilizing RL and multimodal data fusion exhibit superior decision-making and task execution efficiency in simulated environments. These results suggest that such robots are not only more capable of adapting to new tasks but also demonstrate improved performance in terms of safety, efficiency, and task completion. Ultimately, this research highlights the promise of combining reinforcement learning, multimodal data fusion, and virtual embodiment in autonomous robots, paving the way for more intelligent and adaptable systems that can perform a wide range of tasks in both virtual and real-world environments. The findings provide insights into the future of autonomous robotics, emphasizing the importance of advanced data integration and simulation-based training for real-world applicability.
- Research Article
40
- 10.1518/001872007x200120
- Jun 1, 2007
- Human Factors: The Journal of the Human Factors and Ergonomics Society
This study investigated potential means of facilitating a return to normal functioning following virtual environment (VE) exposure using a peg-in-hole exercise in recalibrating hand-eye coordination, a targeted gait movement (rail walking) in recalibrating vestibular (i.e., postural) aftereffects, and natural decay. Despite technology advances and considerable efforts focused on the identification and quantification of VE aftereffects, few have addressed means for recuperation, the focus of the current study. After 15 min-60 min of VE exposure and recalibratory exercises, hand-eye coordination and postural stability were assessed electronically, the former via a 3-D measure capturing pointing errors, and the latter by head and body oscillations while standing in the tandem Romberg position. Both measurements were collected immediately after VE exposure and every 15 min up to 1 hr thereafter. Participants (more than 900 college students) who experienced the peg-in-hole readaptation strategy had a significant decrease (p < 0.000 in pointing errors following the exercise; the other two methods (i.e., rail walking, natural decay) showed no significant change. For posture, all groups showed significant improvement during the 15 minutes after VE exposure, yet none returned to baseline by 1 hr postexposure. Although hand-eye coordination readaptation strategies showed noticeable effects immediately after they were performed, aftereffects were not completely eliminated after 1 hr; hence further research on readaptation strategies is essential to achieve more substantial recalibratory gains in hand-eye coordination and posture. Additionally, hand-eye coordination and vestibular aftereffects may require a period exceeding the VE immersion time in order to recover. These findings may serve as a guide in the development of monitoring policies following VE exposure.
- Research Article
9
- 10.3389/frvir.2023.1073549
- Feb 23, 2023
- Frontiers in Virtual Reality
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to support the sense of presence and to help with the interaction in a virtual environment. Virtual embodiment is often thought of as the consequence of replacement of the physical body by a virtual one, with a sense of agency for the avatar obtained by making the avatar’s body follow the user’s movements. This unidirectional motor link was, however, challenged by studies observing the opposite effect under different circumstances, for example, in a slow-motion context or when an arm movement was snapped on a predefined axis. These reports are, however, still rare or anecdotal. With the idea of a generalized bidirectional relationship between the user and the avatar in mind, we established a methodology to systematically provoke and study the circumstances under which participants follow the movements of their avatar during long repetitive movements without having been instructed to do so. A preliminary study confirmed that our virtual experimental setup, using full-body motion capture, avatar animation, and virtual mirrors, supports a strong sense of agency and body ownership for the avatar while enabling the experimental manipulation of the avatar’s movement. In the main experimental study, where participants performed repetitive upper- and lower-body movements while their avatar animations were either congruent or out-of-phase, we observed that almost all participants synchronized with their avatar at least once, for ∼47% of trials for lower limb movements and ∼38% for upper limb movements. Participants still reported low agency and ownership for the avatar under the incongruent condition, but, most interestingly, some of them also reported that their movements were not influenced by the avatar despite the behavioral effect. Our methodological approach and results contribute to the characterization of the conditions of occurrence of the self-avatar follower effect and, thereby, to identifying an enriched interaction design for VR, involving complex avatar–user mutual interdependencies.