Nina Döllinger
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Nina Döllinger has a total of 19 co-authors. Here are the top co-authors by number of shared publications:
- Carolin Wienrich
Psychology of Interactive Systems, University of Würzburg, Würzburg, Germany
9 shared publications - Erik Wolf
Human-Computer Interaction (HCI) Group, University of Würzburg, Germany
7 shared publications - Marc Erich Latoschik
Human-Computer Interaction Group, University of Wurzburg, Wurzburg, Germany
6 shared publications - Mario Botsch
TU Dortmund University
6 shared publications - David Mal
Human-Computer Interaction (HCI) Group, University of Würzburg, Germany
4 shared publications Marc Erich Latoschik
Human-Computer-Interaction (HCI Group) , University of Würzburg , Würzburg , Germany
3 shared publications
Latest Publications
- Open Access
- 13 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 30 (11) , 7364-7374
Measuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration
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.- 13 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 30 (11) , 7364-7374
Open AccessMeasuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration
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. - Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Virtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Open AccessVirtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-8
From 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans
Virtual humans significantly contribute to users’ plausible XR experiences. However, it may be not only the congruent rendering of the virtual human but also the degree of immersion having an impact on virtual humans’ plausibility. In a low-immersive desktop-based and a high-immersive VR condition, participants rated realistic and abstract animated virtual humans regarding plausibility, affective appraisal, and social judgments. First, our results confirmed the factor structure of a preliminary virtual human plausibility questionnaire in VR. Further, the appearance and behavior of realistic virtual humans were overall perceived as more plausible compared to abstract virtual humans, an effect that increased with high immersion. Moreover, only for high immersion, realistic virtual humans were rated as more trustworthy and sympathetic than abstract virtual humans. Interestingly, we observed a potential uncanny valley effect for low but not for high immersion. We discuss the impact of a natural perception of anthropomorphic and realistic cues in VR and highlight the potential of immersive technology to elicit distinct effects in virtual humans.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Open AccessFrom 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans
Virtual humans significantly contribute to users’ plausible XR experiences. However, it may be not only the congruent rendering of the virtual human but also the degree of immersion having an impact on virtual humans’ plausibility. In a low-immersive desktop-based and a high-immersive VR condition, participants rated realistic and abstract animated virtual humans regarding plausibility, affective appraisal, and social judgments. First, our results confirmed the factor structure of a preliminary virtual human plausibility questionnaire in VR. Further, the appearance and behavior of realistic virtual humans were overall perceived as more plausible compared to abstract virtual humans, an effect that increased with high immersion. Moreover, only for high immersion, realistic virtual humans were rated as more trustworthy and sympathetic than abstract virtual humans. Interestingly, we observed a potential uncanny valley effect for low but not for high immersion. We discuss the impact of a natural perception of anthropomorphic and realistic cues in VR and highlight the potential of immersive technology to elicit distinct effects in virtual humans.
- Open Access
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Are Embodied Avatars Harmful to our Self-Experience? The Impact of Virtual Embodiment on Body Awareness
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.
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Open AccessAre Embodied Avatars Harmful to our Self-Experience? The Impact of Virtual Embodiment on Body Awareness
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.
- 1 March 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 799-800
Embodiment and Personalization for Self-Identification with Virtual Humans
Our work investigates the impact of virtual human embodiment and personalization on the sense of embodiment (SoE) and self-identification (SI). We introduce preliminary items to query self-similarity (SS) and self-attribution (SA) with virtual humans as dimensions of SI. In our study, 64 participants successively observed personalized and generic-looking virtual humans, either as embodied avatars in a virtual mirror or as agents while performing tasks. They reported significantly higher SoE and SI when facing personalized virtual humans and significantly higher SoE and SA when facing embodied avatars, indicating that both factors have strong separate and complimentary influence on SoE and SI.
- 1 March 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 799-800
Embodiment and Personalization for Self-Identification with Virtual Humans
Our work investigates the impact of virtual human embodiment and personalization on the sense of embodiment (SoE) and self-identification (SI). We introduce preliminary items to query self-similarity (SS) and self-attribution (SA) with virtual humans as dimensions of SI. In our study, 64 participants successively observed personalized and generic-looking virtual humans, either as embodied avatars in a virtual mirror or as agents while performing tasks. They reported significantly higher SoE and SI when facing personalized virtual humans and significantly higher SoE and SA when facing embodied avatars, indicating that both factors have strong separate and complimentary influence on SoE and SI.
- 16 November 2022
- Published by Walter de Gruyter GmbH in i-com
- Vol. 21 (3) , 329-337
Self-touch: an immersive interaction-technique to enhance body awareness
Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.
- 16 November 2022
- Published by Walter de Gruyter GmbH in i-com
- Vol. 21 (3) , 329-337
Self-touch: an immersive interaction-technique to enhance body awareness
Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.
- Open Access
- 11 October 2022
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 3
Resize Me! Exploring the user experience of embodied realistic modulatable avatars for body image intervention in virtual reality
Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way, evaluate it negatively, or neglect it. Beyond established interventions such as mirror exposure, recent advancements aim to complement body image treatments by the embodiment of visually altered virtual bodies in virtual reality (VR). We present a high-fidelity prototype of an advanced VR system that allows users to embody a rapidly generated personalized, photorealistic avatar and to realistically modulate its body weight in real-time within a carefully designed virtual environment. In a formative multi-method approach, a total of 12 participants rated the general user experience (UX) of our system during body scan and VR experience using semi-structured qualitative interviews and multiple quantitative UX measures. Using body weight modification tasks, we further compared three different interaction methods for real-time body weight modification and measured our system’s impact on the body image relevant measures body awareness and body weight perception. From the feedback received, demonstrating an already solid UX of our overall system and providing constructive input for further improvement, we derived a set of design guidelines to guide future development and evaluation processes of systems supporting body image interventions.
- 11 October 2022
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 3
Open AccessResize Me! Exploring the user experience of embodied realistic modulatable avatars for body image intervention in virtual reality
Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way, evaluate it negatively, or neglect it. Beyond established interventions such as mirror exposure, recent advancements aim to complement body image treatments by the embodiment of visually altered virtual bodies in virtual reality (VR). We present a high-fidelity prototype of an advanced VR system that allows users to embody a rapidly generated personalized, photorealistic avatar and to realistically modulate its body weight in real-time within a carefully designed virtual environment. In a formative multi-method approach, a total of 12 participants rated the general user experience (UX) of our system during body scan and VR experience using semi-structured qualitative interviews and multiple quantitative UX measures. Using body weight modification tasks, we further compared three different interaction methods for real-time body weight modification and measured our system’s impact on the body image relevant measures body awareness and body weight perception. From the feedback received, demonstrating an already solid UX of our overall system and providing constructive input for further improvement, we derived a set of design guidelines to guide future development and evaluation processes of systems supporting body image interventions.
- 1 October 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 489-498
Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality
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.
- 1 October 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 489-498
Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality
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.
- Open Access
- 27 April 2021
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 2
Challenges and Opportunities of Immersive Technologies for Mindfulness Meditation: A Systematic Review
Mindfulness is considered an important factor of an individual's subjective well-being. Consequently, Human-Computer Interaction (HCI) has investigated approaches that strengthen mindfulness, i.e., by inventing multimedia technologies to support mindfulness meditation. These approaches often use smartphones, tablets, or consumer-grade desktop systems to allow everyday usage in users' private lives or in the scope of organized therapies. Virtual, Augmented, and Mixed Reality (VR, AR, MR; in short: XR) significantly extend the design space for such approaches. XR covers a wide range of potential sensory stimulation, perceptive and cognitive manipulations, content presentation, interaction, and agency. These facilities are linked to typical XR-specific perceptions that are conceptually closely related to mindfulness research, such as (virtual) presence and (virtual) embodiment. However, a successful exploitation of XR that strengthens mindfulness requires a systematic analysis of the potential interrelation and influencing mechanisms between XR technology, its properties, factors, and phenomena and existing models and theories of the construct of mindfulness. This article reports such a systematic analysis of XR-related research from HCI and life sciences to determine the extent to which existing research frameworks on HCI and mindfulness can be applied to XR technologies, the potential of XR technologies to support mindfulness, and open research gaps. Fifty papers of ACM Digital Library and National Institutes of Health's National Library of Medicine (PubMed) with and without empirical efficacy evaluation were included in our analysis. The results reveal that at the current time, empirical research on XR-based mindfulness support mainly focuses on therapy and therapeutic outcomes. Furthermore, most of the currently investigated XR-supported mindfulness interactions are limited to vocally guided meditations within nature-inspired virtual environments. While an analysis of empirical research on those systems did not reveal differences in mindfulness compared to non-mediated mindfulness practices, various design proposals illustrate that XR has the potential to provide interactive and body-based innovations for mindfulness practice. We propose a structured approach for future work to specify and further explore the potential of XR as mindfulness-support. The resulting framework provides design guidelines for XR-based mindfulness support based on the elements and psychological mechanisms of XR interactions.
- 27 April 2021
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 2
Open AccessChallenges and Opportunities of Immersive Technologies for Mindfulness Meditation: A Systematic Review
Mindfulness is considered an important factor of an individual's subjective well-being. Consequently, Human-Computer Interaction (HCI) has investigated approaches that strengthen mindfulness, i.e., by inventing multimedia technologies to support mindfulness meditation. These approaches often use smartphones, tablets, or consumer-grade desktop systems to allow everyday usage in users' private lives or in the scope of organized therapies. Virtual, Augmented, and Mixed Reality (VR, AR, MR; in short: XR) significantly extend the design space for such approaches. XR covers a wide range of potential sensory stimulation, perceptive and cognitive manipulations, content presentation, interaction, and agency. These facilities are linked to typical XR-specific perceptions that are conceptually closely related to mindfulness research, such as (virtual) presence and (virtual) embodiment. However, a successful exploitation of XR that strengthens mindfulness requires a systematic analysis of the potential interrelation and influencing mechanisms between XR technology, its properties, factors, and phenomena and existing models and theories of the construct of mindfulness. This article reports such a systematic analysis of XR-related research from HCI and life sciences to determine the extent to which existing research frameworks on HCI and mindfulness can be applied to XR technologies, the potential of XR technologies to support mindfulness, and open research gaps. Fifty papers of ACM Digital Library and National Institutes of Health's National Library of Medicine (PubMed) with and without empirical efficacy evaluation were included in our analysis. The results reveal that at the current time, empirical research on XR-based mindfulness support mainly focuses on therapy and therapeutic outcomes. Furthermore, most of the currently investigated XR-supported mindfulness interactions are limited to vocally guided meditations within nature-inspired virtual environments. While an analysis of empirical research on those systems did not reveal differences in mindfulness compared to non-mediated mindfulness practices, various design proposals illustrate that XR has the potential to provide interactive and body-based innovations for mindfulness practice. We propose a structured approach for future work to specify and further explore the potential of XR as mindfulness-support. The resulting framework provides design guidelines for XR-based mindfulness support based on the elements and psychological mechanisms of XR interactions.