Nina Döllinger

dblp:222/9250 · also Nina Ines Döllinger · DBLP profile ↗
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12ranked-venue papers
3as first author
9since 2021 · last 2024
0000-0002-0609-8841ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 6 since 2021
YearPublicationVenuePosition
2024 Virtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy
abstract
Virtual reality (VR) offers various opportunities for innovative therapeutic approaches, especially regarding self-related mind-body interventions. We introduce a VR body swap system enabling multiple users to swap their perspectives and appearances and evaluate its effects on virtual sense of embodiment (SoE) and perception- and cognition-based self-related processes. In a self-compassion-framed scenario, twenty participants embodied their personalized, photorealistic avatar, swapped bodies with an unfamiliar peer, and reported their SoE, interoceptive awareness (perception), and self-compassion (cognition). Participants’ experiences differed between bottom-up and top-down processes. Regarding SoE, their agency and self-location shifted to the swap avatar, while their top-down self-identification remained with their personalized avatar. Further, the experience positively affected interoceptive awareness but not self-compassion. Our outcomes offer novel insights into the SoE in a multiple-embodiment scenario and highlight the need to differentiate between the different processes in intervention design. They raise concerns and requirements for future research on avatar-based mind-body interventions.
Nina Döllinger, David Mal, Sebastian Keppler, Erik Wolf, Mario Botsch, Johann Habakuk Israel, Marc Erich Latoschik, Carolin Wienrich
CHI1
2024 Promoting Eco-Friendly Behaviour through Virtual Reality - Implementation and Evaluation of Immersive Feedback Conditions of a Virtual CO2 Calculator
abstract
Climate change is one of the most pressing global challenges in the 21st century. Urgent actions favoring the environment’s well-being are essential to mitigate its potentially irreversible consequences. However, the delayed and often distant nature of the effects of sustainable behavior makes it challenging for individuals to connect with the issue personally. Immersive media are an opportunity to introduce innovative feedback mechanisms to highlight the urgency of behavior effects. We introduce a VR carbon calculator that visualizes users’ annual carbon footprint as CO2-filled balloons over multiple periods. In a 2 × 2 design, participants calculated and visualized their carbon footprint numerically or as balloons over one or three years. We found no effect of our visualization but a significant impact of the visualized period on participants’ environmental self-efficacy. These findings emphasize the importance of target-oriented design in VR behavior interventions.
Carolin Wienrich, Stephanie Vogt, Nina Döllinger, David Obremski
CHI3
2024 From Avatars to Agents: Self-Related Cues Through Embodiment and Personalization Affect Body Perception in Virtual Reality
abstract
Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2\times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.
Marie Luisa Fiedler, Erik Wolf, Nina Döllinger, David Mal, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich
IEEE Trans. Vis. Comput. Graph.3
2023 Are Embodied Avatars Harmful to our Self-Experience? The Impact of Virtual Embodiment on Body Awareness
abstract
Virtual Reality (VR) allows us to replace our visible body with a virtual self-representation (avatar) and to explore its effects on our body perception. While the feeling of owning and controlling a virtual body is widely researched, how VR affects the awareness of internal body signals (body awareness) remains open. Forty participants performed moving meditation tasks in reality and VR, either facing their mirror image or not. Both the virtual environment and avatars photorealistically matched their real counterparts. We found a negative effect of VR on body awareness, mediated by feeling embodied in and changed by the avatar. Further, we revealed a negative effect of a mirror on body awareness. Our results indicate that assessing body awareness should be essential in evaluating VR designs and avatar embodiment aiming at mental health, as even a scenario as close to reality as possible can distract users from their internal body signals.
Nina Döllinger, Erik Wolf, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich
CHI1
2023 "If It's Not Me It Doesn't Make a Difference" - The Impact of Avatar Personalization on user Experience and Body Awareness in Virtual Reality
abstract
Body awareness is relevant for the efficacy of psychotherapy. However, previous work on virtual reality (VR) and avatar-assisted therapy has often overlooked it. We investigated the effect of avatar individualization on body awareness in the context of VR-specific user experience, including sense of embodiment (SoE), plausibility, and sense of presence (SoP). In a between-subject design, 86 participants embodied three avatar types and engaged in VR movement exercises. The avatars were (1) generic and gender-matched, (2) customized from a set of pre-existing options, or (3) personalized photorealistic scans. Compared to the other conditions, participants with personalized avatars reported increased SoE, yet higher eeriness and reduced body awareness. Further, SoE and SoP positively correlated with body awareness across conditions. Our results indicate that VR user experience and body awareness do not always dovetail and do not necessarily predict each other. Future research should work towards a balance between body awareness and SoE.
Nina Döllinger, Matthias Beck, Erik Wolf, David Mal, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich
ISMAR1
2023 The Impact of Avatar and Environment Congruence on Plausibility, Embodiment, Presence, and the Proteus Effect in Virtual Reality
abstract
Many studies show the significance of the Proteus effect for serious virtual reality applications. The present study extends the existing knowledge by considering the relationship (congruence) between the self-embodiment (avatar) and the virtual environment. We investigated the impact of avatar and environment types and their congruence on avatar plausibility, sense of embodiment, spatial presence, and the Proteus effect. In a $2\times 2$ between-subjects design, participants embodied either an avatar in sports- or business wear in a semantic congruent or incongruent environment while performing lightweight exercises in virtual reality. The avatar-environment congruence significantly affected the avatar's plausibility but not the sense of embodiment or spatial presence. However, a significant Proteus effect emerged only for participants who reported a high feeling of (virtual) body ownership, indicating that a strong sense of having and owning a virtual body is key to facilitating the Proteus effect. We discuss the results assuming current theories of bottom-up and top-down determinants of the Proteus effect and thus contribute to understanding its underlying mechanisms and determinants.
David Mal, Erik Wolf, Nina Döllinger, Carolin Wienrich, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.3
2022 Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality
abstract
This article investigates the effects of different XR displays on the perception and plausibility of personalized virtual humans. We compared immersive virtual reality (VR), video see-through augmented reality (VST AR), and optical see-through AR (OST AR). The personalized virtual alter egos were generated by state-of-the-art photogrammetry methods. 42 participants were repeatedly exposed to animated versions of their 3D-reconstructed virtual alter egos in each of the three XR display conditions. The reconstructed virtual alter egos were additionally modified in body weight for each repetition. We show that the display types lead to different degrees of incongruence between the renderings of the virtual humans and the presentation of the respective environmental backgrounds, leading to significant effects of perceived mismatches as part of a plausibility measurement. The device-related effects were further partly confirmed by subjective misestimations of the modified body weight and the measured spatial presence. Here, the exceedingly incongruent OST AR condition leads to the significantly highest weight misestimations as well as to the lowest perceived spatial presence. However, similar effects could not be confirmed for the affective appraisal (i.e., humanness, eeriness, or attractiveness) of the virtual humans, giving rise to the assumption that these factors might be unrelated to each other.
Erik Wolf, David Mal, Viktor Frohnapfel, Nina Döllinger, Stephan Wenninger, Mario Botsch, Marc Erich Latoschik, Carolin Wienrich
ISMAR4
2022 Exploring Presence, Avatar Embodiment, and Body Perception with a Holographic Augmented Reality Mirror
abstract
The embodiment of avatars in virtual reality (VR) is a promising tool for enhancing the user’s mental health. A great example is the treatment of body image disturbances, where eliciting a full-body illusion can help identify, visualize, and modulate persisting misperceptions. Augmented reality (AR) could complement recent advances in the field by incorporating real elements, such as the therapist or the user’s real body, into therapeutic scenarios. However, research on the use of AR in this context is very sparse. Therefore, we present a holographic AR mirror system based on an optical see-through (OST) device and markerless body tracking, collect valuable qualitative feedback regarding its user experience, and compare quantitative results regarding presence, embodiment, and body weight perception to similar systems using video see-through (VST) AR and VR. For our OST AR system, a total of 27 normal-weight female participants provided predominantly positive feedback on display properties (field of view, luminosity, and transparency of virtual objects), body tracking, and the perception of the avatar’s appearance and movements. In the quantitative comparison to the VST AR and VR systems, participants reported significantly lower feelings of presence, while they estimated the body weight of the generic avatar significantly higher when using our OST AR system. For virtual body ownership and agency, we found only partially significant differences. In summary, our study shows the general applicability of OST AR in the given context offering huge potential in future therapeutic scenarios. However, the comparative evaluation between OST AR, VST AR, and VR also revealed significant differences in relevant measures. Future work is mandatory to corroborate our findings and to classify the significance in a therapeutic context.
Erik Wolf, Marie Luisa Fiedler, Nina Döllinger, Carolin Wienrich, Marc Erich Latoschik
VR3
2021 The Embodiment of Photorealistic Avatars Influences Female Body Weight Perception in Virtual Reality
abstract
Embodiment and body perception have become important research topics in the field of virtual reality (VR). VR is considered a particularly promising tool to support research and therapy in regard to distorted body weight perception. However, the influence of embodiment on body weight perception has yet to be clarified. To address this gap, we compared body weight perception of 56 female participants of normal weight using a VR application. They either (a) self-embodied a photorealistic, non-personalized virtual human and performed body movements in front of a virtual mirror or (b) only observed the virtual human as other's avatar (or agent) performing the same movements in front of them. Afterward, participants had to estimate the virtual human's body weight. Additionally, we considered the influence of the participants' body mass index (BMI) on the estimations and captured the participants' feelings of presence and embodiment. Participants estimated the body weight of the virtual human as their embodied self-avatars significantly lower compared to participants rating the virtual human as other's avatar. Furthermore, the estimations of body weight were significantly predicted by the participant's BMI with embodiment, but not without. Our results clearly highlight embodiment as an important factor influencing the perception of virtual humans' body weights in VR.
Erik Wolf, Nathalie Merdan, Nina Döllinger, David Mal, Carolin Wienrich, Mario Botsch, Marc Erich Latoschik
VR3
2020 Body Weight Perception of Females using Photorealistic Avatars in Virtual and Augmented Reality
abstract
The appearance of avatars can potentially alter changes in their users’ perception and behavior. Based on this finding, approaches to support the therapy of body perception disturbances in eating or body weight disorders by mixed reality (MR) systems gain in importance. However, the methodological heterogeneity of previous research has made it difficult to assess the suitability of different MR systems for therapeutic use in these areas. The effects of MR system properties and related psychometric factors on body-related perceptions have so far remained unclear. We developed an interactive virtual mirror embodiment application to investigate the differences between an augmented reality see-through head-mounted-display (HMD) and a virtual reality HMD on the before-mentioned factors. Additionally, we considered the influence of the participant’s body-mass-index (BMI) and the BMI difference between participants and their avatars on the estimations. The 54 normal-weight female participants significantly underestimated the weight of their photorealistic, generic avatar in both conditions. Body weight estimations were significantly predicted by the participants’ BMI and the BMI difference. We also observed partially significant differences in presence and tendencies for differences in virtual body ownership between the systems. Our results offer new insights into the relationships of body weight perception in different MR environments and provide new perspectives for the development of therapeutic applications.
Erik Wolf, Nina Döllinger, David Mal, Carolin Wienrich, Mario Botsch, Marc Erich Latoschik
ISMAR2
2019 User-Centered Extension of a Locomotion Typology: Movement-Related Sensory Feedback and Spatial Learning
abstract
When human operators locomote actively in virtual environments (VE), the movement range often has to be adapted to the limited dimensions of the physical space. This however might lead to a conflict between sensory information originating from user movements and sensory feedback provided through the virtual locomotion. To investigate whether different locomotion strategies that adapt virtual movement to the limited physical space impact cognitive processes, two experiments were conducted. The first experiment used walking in place, the second study scale of locomotion to investigate the impact of locomotion adaptation on the acquisition of spatial knowledge and user experience. We systematically analyzed body-based sensorial conflicts for the different adaptation strategies and reveal that neither walking in place nor scale of locomotion impacts spatial knowledge acquisition or user experience. We can conclude that visual cues indicating locomotion combined with body-based rotational cues seem to be sufficient for the acquisition of spatial knowledge and that locomotion with controllers seems efficient and preferable for users. The results link system-driven typologies with human-centered factors to guide systematic tests of locomotion techniques in virtual environments for future studies.
Carolin Wienrich, Nina Döllinger, Simon Kock, Klaus Gramann
VR2
2018 Social Presence and Cooperation in Large-Scale Multi-User Virtual Reality - The Relevance of Social Interdependence for Location-Based Environments
abstract
Introduction. An increasing number of location-based entertainment centers offers the possibility of entering multi-user virtual reality (VR) scenarios. Until now, neither cognition and emotions of users nor team experience have been scientifically evaluated in such an application. The present study investigated the gain of positive social interdependence while experiencing an adventure on the Immersive Deck of Illusion Walk (Berlin, Germany). Method. The preliminary version of a VR group adventure of the company was enriched by a task establishing social interdependence (IDP condition). The impact of IDP on social presence and cooperation (i.e., mutual importance) was evaluated relative to a control task without interdependence (nIDP condition). Results. Social IDP increased social presence and cooperation among participants. Additionally, behavioral involvement (part of presence), certain aspects of the adventure experience, and the affective evaluation during the experience were positively influenced by IDP. Discussion. The present study showed that interdependence can substantially enhance social presence and cooperation (i.e., mutual importance) in a VR setting already characterized by social co-experience. Thus, it revealed one design option (social IDP) to improve the experience, particularly the social experience, of location-based entertainment. Conclusion. The present research addressed one goal of location-based VR hosts to scientifically established design principles for social and collective adventures by supporting the impact of “collectively mastering an adventurous challenge”. In addition, our evaluation demonstrated that the multi-modal tracking, the free movement, as well as the multi-user features enabled natural interaction with other users and the environment, and thereby engendered a comfortable social experience.
Carolin Wienrich, Kristina Schindler, Nina Döllinger, Simon Kock, Ole Traupe
VR3