Research and Publications

 

With this rise in demand for Head-Mounted Displays (HMDs), so is the need to create Embodied Shared Virtual Environments (ESVE) where users may experience authentic social interactions. Tara’s research presents an exploratory examination of Embodiment - meaning the subjective feeling of owning a virtual representation in VR, and specifically Consistency in Embodiment - relating to how we prioritize and synchronise objective attributes of embodiment (i.e avatar representation) in order to create ESVEs which supports more intuitive social interaction. The goal is to understand how different technical setups could have a psychological impact on participants' experiences in ESVE. This research hopes to inform the development of successful social interaction in a variety of applications in VR, ranging from training to gaming.

Technically, she specialises in interactive Virtual Environments and character animation (facial expression, body movements, motion capture, keyframe animation) with modeling and VR software such as Maya, 3DS Max, Unity, and Opti-Track. The majority of her work was conducted in immersive Virtual Reality (the CAVE-like system at UCL, and HMDs, for instance, the Quest), where users not only see everything in 3D but also have their head-tracked.

For more publications please see her Google Scholar profile.

RECENT PUBLICATIONS

  • The Effect of Lip and Arm Synchronization on Embodiment: A Pilot Study

    We are interested in the effect of lip and arm synchronization on body ownership in VR (the illusion that the users own a virtual body).

    Published in: 2017 IEEE Virtual Reality (VR)

  • A Study of Professional Awareness Using Immersive Virtual Reality: The Responses of General Practitioners to Child Safeguarding Concerns

    The art of picking up signs that a child may be suffering from abuse at home is one of those skills that cannot easily be taught, given its dependence on a range of non-cognitive abilities. It is also difficult to study, given the number of factors that may interfere with this skill in a real-life, professional setting. An immersive virtual reality environment provides a way around these difficulties.

    Published in: Front. Robot. AI, 12 July 2018

  • The Impact of Self-Representation and Consistency in Collaborative Virtual Environments

    This paper explores the impact of self-representation (full body Self Avatar vs. Just Controllers) in a Collaborate Virtual Environment (CVE) and the consistency of self-representation between the users.

    Published: Frontiers in Virtual Reality 2021