Abstract
In this study we investigated the effect of body ownership illusion-based body scaling on physics plausibility in Virtual Reality (VR). Our interest was in examining whether body ownership illusion-based body scaling could affect the plausibility of rigid body dynamics similarly to altering VR users' scale by manipulating their virtual interpupillary distance and viewpoint height. The procedure involved the conceptual replication of two previous studies. We investigated physics plausibility with 40 participants under two conditions. In our synchronous condition, we used visuo-tactile stimuli to elicit a body ownership illusion of inhabiting an invisible doll-sized body on participants reclining on an exam table. Our asynchronous condition was otherwise similar, but the visuo-tactile stimuli were provided asynchronously to prevent the onset of the body ownership illusion. We were interested in whether the correct approximation of physics (true physics) or physics that are incorrect and appearing as if the environment is five times larger instead (movie physics) appear more realistic to participants as a function of body scale. We found that movie physics did appear more realistic to participants under the body ownership illusion condition. However, our hypothesis that true physics would appear more realistic in the asynchronous condition was unsupported. Our exploratory analyses revealed that movie physics were perceived as plausible under both conditions. Moreover, we were not able to replicate previous findings from literature concerning object size estimations while inhabiting a small invisible body. However, we found a significant opposite effect regarding size estimations; the object sizes were on average underestimated during the synchronous visuo-tactile condition when compared to the asynchronous condition. We discuss these unexpected findings and the potential reasons for the results, and suggest avenues for future research.
1 Introduction
Understanding size and distance perception in virtual reality (VR) has been seen as a relevant research topic, not only because of scientific interest, but also since incorrect estimations inside virtual environments (VEs) might lead to unwanted effects in various VR-based training, design and visualization applications (). It is a known phenomenon that familiar size cues affect the perception of sizes and distances in both real life and VR. As we see familiar objects, their known size acts as a reference in which we can compare less known features of the environment. The “body scaling effect” refers to the phenomenon of our own body acting as a familiar size cue; our own limbs act as a perceptual ruler in which we base the proportions of our surroundings and nearby objects (eg. ; ). The body ownership illusion refers to an artificial or virtual body appearing as one’s own, similarly to the rubber hand illusion (). This illusion has been used to manipulate perception of sizes and distances by making participants embody virtual bodies of different sizes in VR; as the size of the virtual body changes, the body scaling effect causes perceived sizes and distances to scale into the opposite direction (; ; ; ; ). Based on their studies, van der Hoort and Ehrsson explain that the body-scaling effect is not dependent on just the visual appearance of our body, but also purely proprioceptive information manipulated by the body ownership illusion which can cause the perceptual effects of scaling sizes and distances even when visual information of the body is lacking (; ). In their latter experiment, this was demonstrated by eliciting a body-ownership illusion of an invisible body using a stereoscopic camera system and visuo-tactile stimuli, and examining the illusion’s effect on size estimations.
Another way to significantly affect our perception of sizes and distances is by artificially manipulating our interpupillary distance (IPD), for example, by using virtual reality (). A room modeled at human scale in virtual reality essentially appears 10 times larger when we reduce our IPD by a factor of ten by manipulating the distance of the virtual cameras acting as our eyes in VR (). Manipulating our perception of sizes and distances also causes interesting effects regarding the perception of physical phenomena, such as rigid body dynamics. For example, an object dropped from a height of 1.5 m reaches the ground in 0.55 s whereas an object dropped from 15 cm reaches the ground in only 0.17 s. Although this behavior seems natural in everyday life, the phenomenon appears greatly unnatural when viewed at abnormal scales in VR, even when we are fully aware of being scaled (, ). Difficulties in perceiving physics at abnormal scales have been shown to increase difficulties in, for example, robotic teleoperation at micro- and nanoscopic scales (; ; ).
1.1 Perception of Sizes and Distances
As discussed above, the size cues of an environment affect our perception of sizes and distances. Previous research has suggested that egocentric distances are generally underestimated in VR due to a multitude of factors. For example, richer environmental cues and realistically modeled environments generally seem to improve the accuracy of distance judgements () and sensitivity to height perception (). studied mismatching size cues in virtual environments and found that participants generally relied on their own bodies when judging the correct scale. An exception, however, was the presence of multiple virtual characters, when the scale of the virtual characters was perceived as the correct one.
Previous research also suggests that our own action capabilities can affect our perception. For example, wearing a heavy backpack makes a hill appear steeper since the heavy backpack alters our perceived affordances (). However, these studies have been criticized, claiming instead that the identified affordance-based perceptual effects have been due to demand characteristics and not to actual changes in perception (eg. ).
The body-scaling effect refers to the phenomenon of our own body, real or virtual, affecting the perception of sizes and distances. manipulated the retinal size of objects using magnifying and “minifying” goggles and found that placing a hand next to these objects appeared to scale the objects back towards their normal size. found that not only can our hand size affect the perceived size of objects, but familiar sized objects can also affect the perceived size of hands in VR. In a follow-up study, reported that the strength of the body-scaling effect can be altered by the visual realism of the virtual hand.
The body ownership illusion refers to the sensation of a virtual or artificial body appearing as one’s own body, similarly to the rubber hand illusion (). In previous research, one of the most popular ways of achieving the body ownership illusion has been through the application of synchronous visuo-tactile stimuli, for example by touching the artificial body simultaneously with the corresponding location in the participant’s own body. Typically, asynchronous stimulation, performing the touches out of sync, has been the control condition in these types of experiments. According to , visuomotor synchrony and appearance of the virtual body can also be utilized to elicit the illusion. In addition, the body ownership illusion can even take place purely without visuo-tactile stimuli; however, including visuo-tactile stimuli can be helpful for eliciting the illusion when other properties of the illusion (such as first person perspective or the visual appearance of the virtual body) are violated ().
The effect of a full body ownership illusion () for size and distance perception has been the focus of multiple studies. Van der Hoort and Ehrsson embodied participants as dolls and giants using head-mounted displays (HMDs), stereoscopic cameras, and synchronous visuo-tactile stimuli, and found that body ownership illusions significantly affected the perceived sizes of nearby objects. Later, Banakou et al. used VR to embody participants in a child’s body and found it not only affecting the perceived size of objects, but also participants’ associated personality traits (). Serino et al. found that embodying bodies of extreme sizes affected participants’ judgements of the properties of their own bodies ().
According to later studies by van der Hoort and Ehrsson, the body scaling effect caused by the body ownership illusion exists even when the body is not visible, suggesting that the effect is more related to proprioception than vision (; ). In the latter study, which is conceptually replicated in this paper, illusions of inhabiting small and large invisible bodies were elicited among participants. The participants were lying down on a bed wearing HMDs, which streamed a stereoscopic image from two cameras placed on a bed in a laboratory. The participants’ legs were then stroked while simultaneously moving a brush in front of the camera either 60–80 cm away (small body) or 300–400 cm away (large body). The experimenters then found an inverse relationship between the body size and estimated object sizes during synchronous stimuli, whereas this effect did not exist in the control condition in which the touch and brush movement were asynchronous. The work of found a similar perceptual effect when the body ownership illusion was controlled by visuomotor synchrony. The work of found object sizes were estimated differently across three different body size conditions; however, they did not find differences between synchronous and asynchronous stimulus conditions. This is in line with the findings of Maselli and Slater that a synchronous visuo-tactile stimulus is not necessary for the body ownership illusion in cases where a visible body is experienced from a first-person perspective (). Moreover, according to their findings, even asynchronous stimuli can be perceived as real when other properties for body ownership illusion are taking place.
We are not aware of any study that would have investigated this perceptual effect with an invisible body in VR. Moreover, we are, as of now, unaware of any studies that would have investigated the effect of body scaling on the perception of physics, as the studies of , utilized IPD-based scaling and not body scaling.
1.2 Perception of Physics
In terms of perceiving rigid body dynamics, different scales appear similar to being under the influence of non-earth gravity. When perceiving object velocities and accelerations, being ten times smaller appears essentially the same as if gravity had turned tenfold, while scales further away than one order of magnitude introduce even more peculiarities (e.g. ). However, it appears that humans have the tendency to instinctively expect rigid body dynamics to behave similarly to human-scale under normal gravity conditions. studied this phenomenon by experimenting with astronauts performing in zero gravity and found that their ability to catch vertically moving balls was less accurate in comparison to normal gravity conditions. Human capacities for intercepting moving objects under various directions and accelerations was further analyzed by in a VR experiment. They also found evidence of humans being more capable of intercepting objects behaving as if under normal gravity, even if best success rate was achieved in intercepting objects under constant velocity. argued that normal earth gravity is a strong Bayesian prior in human perceptual processes, and therefore any contradicting evidence is perceived as false. This bias then leads to generally poor human performance in non-normal gravity conditions and renders adaptation difficult.
In the field of VR research, fidelity is referred to as the extent to which the VR system faithfully simulates the real world. Plausibility illusion, on the other hand, refers to an illusion of realism experienced subjectively by the user (). Fidelity does not necessarily lead to plausibility, as plausibility depends on the expectations of the user instead of physical realism, and can be affected by priming as well as the context of the virtual environment (VE). suggested a concept called coherence, which, instead of fidelity, refers to the properties of the VE that affect the onset of plausibility illusion. In our previous research (), we have studied the plausibility of physics models at abnormal scales by virtually scaling participants both ten times smaller and ten times larger by manipulating their IPD, viewpoint height and motion controller interaction distance. Participants dropped and threw objects and their plausibility was estimated under two physics conditions: realistic approximation of physics (a higher fidelity model dubbed true physics) and an inaccurate model that functioned as if the world had changed in size and participants remained at normal scale (a lower fidelity model dubbed movie physics equaling 0.1g at small scale and 10g at large scale, see Figure 1). As a result of scaling, true physics appeared as fast object accelerations and short throwing distances in the small-scale study, and slow accelerations and large throwing distances in the large-scale study. We queried plausibility using two forced-choice questions. The first question queried which one of the models the participants considered matching actual reality, whereas the second question asked which one of the models the participants considered matching their expectations better. Movie physics was chosen as the realistic model by roughly 70% of participants. Interestingly, however, in the small scale study, roughly 90% of participants considered movie physics to better match their expectations, whereas in the large scale study neither movie physics nor true physics were chosen significantly more often as the model matching expectations better. This could mean that in the small-scale study, there were participants who considered true physics surprising even if they considered it to be more realistic. In the large-scale study, however, the opposite appeared to happen; some participants found true physics to match their expectations better even if they ultimately considered movie physics as the more realistic model. In any case, it can be roughly summarized that in these studies, participants perceived high fidelity settings as having low coherence and low fidelity settings as having high coherence. , .
FIGURE 1
In this paper, we present our results of investigating whether body ownership illusion-based body scaling can alter the perception of physics similarly to IPD based scaling as reported by
2 Materials and Methods
The motivation for this study was to follow up on our two previous studies to address unexplored factors regarding perception of physics in scaling. Our objective was to investigate whether body scaling caused by body ownership illusion could affect the perceived naturalness of object motions similarly to IPD-based scaling.
We designed a VR experiment based on the invisible-body illusion experiment reported by
2.1 Conditions and Hypotheses
Our conditions followed the experimental protocol of
Our hypotheses were as follows:
H1: After synchronous visuo-tactile stimuli, subjects will consider movie physics to appear more real.
H2: After asynchronous visuo-tactile stimuli, subjects will consider true physics to appear more real.
These predictions are driven by the idea that participants should use their perceived body scale to predict their environment’s physics. Thus, when they are instilled with the illusion of inhabiting a small body, they should estimate movie physics to be more plausible, whereas when they are left with their normal body scale, they should estimate true physics to be more plausible. In addition to physics plausibility observations, we also collected object size estimations for estimating the effect of body scaling, as well as presence and background data for exploratory purposes. We preregistered our procedure and analysis methods at osf. io 1. It should be noted that our preregistration also includes two additional hypotheses that are related to two additional conditions regarding physics perception at abnormal scales. In response to reviewer feedback and efforts to improve clarity, however, the results and other details regarding these two hypotheses and are reported in a separate manuscript instead (Pouke et al., in preparation).
2.2 Participants
The experiment was a within-subject design with 40 participants (20 females and 20 males) naive to the purposes of the experiment. The participants gave written informed consent in accordance with the local ERB. The sample size was based on our previous studies on perception of physics plausibility (
2.3 Experimental Apparatus and Protocol
Using Unreal Engine 4, we prepared an experimental application designed to loosely mimic the laboratory conditions reported in the work of
FIGURE 2

Virtual environment as seen by participants: during stimulation and cube estimation phases (left), during physics estimation task (right).
As stated in previous sections, the physics conditions were demonstrated by an animated robot. We chose to use a robot instead of a human-looking avatar to help maintain more consistent size cues for the environment; we believed an animated robot could be perceived as something akin to an animatronic puppet. In addition, we considered using the default game engine assets where possible for the benefit of the replicability of this study. The animations of the robot were captured using Vive Trackers and the Unreal Engine Vive MoCap plugin. A researcher wearing the Vive Trackers performed a sequence of picking up and dropping three tabs and throwing two. The MoCap plugin was used to target this sequence into the Unreal Engine default mannequin that acted as our robot. The same animation sequence was used for all subjects and all conditions to prevent confounds. The rigid body dynamics of the pop tabs was simulated using the built-in physics engine in Unreal Engine. Similarly to
For VR hardware, we used a Valve Index HMD and controllers.
2.3.1 Stimuli
During the synchronous condition, the participant received synchronous visuo-tactile stimuli while reclined on an exam table (see Figure 3 left). The stimuli were provided in an attempt to provide an invisible-body illusion with a body scaled down at 20% of original size. The stimuli were provided using a motion controller and a tennis ball. Previous research (e.g.
FIGURE 3

Participants were resting on an exam table during synchronous and asynchronous visuo-tactile conditions (left) and using VR controllers to estimate cube sizes (right).
After 90 s of stimulus presentation, the virtual ball was hidden, and a table, a scaled-down robot, a stack of books and a set of soda can tabs appeared (See Figure 2 right). Each participant then experienced animation sequences of a doll-sized robot (similar in size to the simulated invisible body) handling pop tabs for the purposes of physics plausibility estimation. The robot picked up and dropped three tabs, and threw two across the book. The animation was presented twice, with the behavior of tabs following either true physics or movie physics, depending on the order of conditions. The order of the true and movie physics presentations, as well as the synchronous and asynchronous conditions in which they were nested, were counterbalanced among participants. For full details regarding the counterbalancing scheme, including conditions participants subsequently experienced as part of protocols for Pouke et al. (in preparation), see Supplementary Material. After viewing both types of physics, the participant was asked to perform a verbal judgement on the perceived plausibility of the tabs behavior using the question adapted from
After the verbal judgement, the physics perception related objects were again hidden, and 60 s of stimuli were provided. After this, the participant was given the motion controllers, and presented with three green cubes (10 cm, 20 cm and 30 cm) appearing in randomized order at a distance of 15 cm. After a cube had gone out of sight, we asked the participant to show the apparent size of the cube bimanually (see Figure 3 right) and to click a trigger button to save their response, which was followed by the presentation of the next cube. After estimating the size of three cubes, the participant removed the HMD and controllers and filled out an illusion strength questionnaire adapted from
After finishing both conditions, the participant removed the HMD and filled in a post-experiment questionnaire consisting of the Slater-Usoh-Steed presence questionnaire (SUS) (
3 Results
3.1 Confirmatory Analysis
We obtained unexpected results regarding the effect of body scaling on the perception of physics plausibility. We predicted that movie physics would appear more realistic in the synchronous condition and that true physics would appear more realistic in the asynchronous condition. However, according to responses to the main question, movie physics were selected by a majority in both conditions (synchronous 28/40, asynchronous 30/40). Following the preregistered procedure, we tested both hypotheses using the binomial test (one-tailed) against the null proportion (20/40). According the results of the tests, H1 was supported (condition A, p = 0.008) while H2 was unsupported (condition B, p = 1.00).
While the evidence in favor of H1 technically indicates that movie physics do indeed appear more real while embodied, the lack of support for H2 raises questions whether the body scaling effect was the actual reason why movie physics were preferred. Since rigid body dynamics under normal earth gravity are usually perceived as natural (e.g.
3.2 Exploratory Analysis
Here we present further analyses that were not preregistered, along with Bayes factors (reported as BF) to accompany each measure. Unlike frequentist statistics, an advantage of the Bayesian approach is that it can estimate support for the null hypothesis in addition to support for the alternative (e.g., see
We performed an additional two-tailed binomial test to investigate whether movie physics were also preferred in the asynchronous condition. The test revealed that movie physics were significantly preferred (p = 0.002). Therefore, movie physics were significantly preferred across both conditions (synchronous BF = 6.18; asynchronous BF = 32.75). Furthermore, if we update our prior such that the ratio of preference for true physics in the asynchronous condition matches that of movie physics in the synchronous condition, we find very strong support for the alternative hypothesis (BF > 100). This further confirms that contrary to our predictions, movie physics were preferred by a significantly greater number of participants regardless of condition.
3.2.1 Estimation of Cube Sizes
The purpose of the cube estimation task was to investigate whether the synchronous condition affected the perception of sizes similarly to
FIGURE 4

Boxplots for cube size estimation data. Deviations from mean across conditions per individual cubes (left) and total deviation from mean across condition (right).
Investigating the estimations across different cube sizes, it appears the smallest cube (10 cm) was overestimated in both conditions, the overestimation being larger in the asynchronous condition. As for medium (20 cm) and large (30 cm) cubes, however, it appears that the cubes were approximated closer to their actual size in the asynchronous condition, while the sizes were underestimated during the synchronous condition. Boxplots for cube estimation data can be seen in Figure 4.
The results of the size estimation tasks were thus surprising, as well. It appeared that the visuo-tactile stimulation did have a significant perceptual effect in line of
3.2.2 Illusion Strength
We utilized the illusion strength questionnaire from
FIGURE 5

Boxplots of the ratings for each statement in the illusion strength questionnaire.
We also investigated the relationship between cube size estimations and illusion strength using the method described in
FIGURE 6

Correlation plot between invisible body illusion (Q1-Q3) and perceptual effect. No significant correlation was found neither when inspecting the overall correlation across all questions nor per individual questions.
3.2.3 SUS and Background
Similarly to
4 Discussion
Our main analyses provided evidence for H1. However, we found no support for H2. Our exploratory analysis found that movie physics were perceived as more realistic across both conditions. Thus, in all likelihood, the body ownership illusion was not the primary driver behind the outcome of H1.
4.1 Physics Judgement
The preference for the movie physics in the asynchronous condition came as a surprise to us. In the synchronous condition, we anticipated that the body-ownership illusion based body-scaling effect would affect the perception of physics plausibility, making movie physics appear more real. In the asynchronous condition, however, there was no intended manipulation of size and distance perception, yet the outcome was the same as in the synchronous condition. In addition, had the inducement of the body-ownership illusion somehow failed, we would have anticipated true physics to become the preferred physics model.
While additional experiments will be necessary to fully account for the popularity of the incorrect physics judgements, we can speculate some of the reasons that might explain the results. An obvious question is whether the preference towards movie physics could be explained by the fact that statement two of the illusion strength questionnaire, “I had invisible legs” received high scores in both conditions. If the participants experienced the body ownership illusion in both conditions, it could, in principle, explain why movie physics were experienced as plausible in both conditions. However, the associated Bayes factor for statement two revealed only anecdotal support for equality between the synchronous and asynchronous conditions (BF = 0.42), and furthermore, the perceptual effects regarding object size estimations do not seem to support this interpretation as the body scaling effect appears to have reversed.
Another explanation might be that we used a humanoid robot performing the object manipulation tasks.
Another potential factor is related to the animation performed by the robot which is based on motion capture (as explained in Section 3.3). Since the robot was animated using rather natural-looking human motions, it might reinforce the illusion that all motions are taking place in human scale. Perhaps, if the animation was more artificial-looking, “robot-like” or resembling the motions of a mouse-sized creature (especially regarding the speed of which the robot’s limbs are moving), the naturalness of true physics would have become more apparent. In addition, if the object motions were caused entirely by some non-humanoid entity, the plausibility of object motions might have been perceived differently.
4.2 Object Size Estimation
We also collected object-size estimation data to confirm that the body-ownership illusion we were causing was affecting the participants’ perception of sizes. These results were surprising as well. Instead of the synchronous condition making objects appear larger, it appears as if they were underestimated in that condition, instead. This also warrants future studies in order to explain what caused the inverse effect.
We can look at the differences between this study and that of
Another difference between this study and that of
One can speculate whether the appearance of the robot manipulating pop tabs somehow caused the inverse effect. However, the robot was hidden most of the time, appearing only during the physics estimation task and disappearing again before the second round of the stimulus and the object size estimation task. In addition, the robot was also accompanied by additional size cues (books, table, pop tabs) so that the participants could clearly see it was doll-sized. Moreover, the robot appeared the same in both synchronous and asynchronous conditions.
It is possible, however, that something in the visual appearance of the scene made the difference even if we tried to mimic the layout of the laboratory room presented in the work of
5 Conclusions and Future Work
In this paper we investigated the effect of the body ownership illusion on the perception of physics plausibility. We explored the perception of physics plausibility under two conditions that were related to either the presence or lack of a body ownership illusion caused by synchronous visuo-tactile stimuli. Using the visuo-tactile stimuli, we attempted to elicit the illusion of inhabiting an invisible body roughly the size of a doll (30–40 cm). Similarly to previous research (e.g.
Moreover, we were not able to replicate the results of
Even though the results were unexpected, they present new information as well as open up avenues for future work regarding the perception of physics, sizes and distances in VR. So far, all our previous studies (
Statements
Data availability statement
The raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.
Ethics statement
The studies involving human participants were reviewed and approved by The Ethics Committee of Human Sciences of University of Oulu. The patients/participants provided their written informed consent to participate in this study. Written informed consent was obtained from the individual(s) for the publication of any potentially identifiable images or data included in this article.
Author contributions
MP and SL devised the overall research scope. MP developed the experimental applications and was responsible for the overall design and execution of the studies. EC assisted in experimental application design, study design, data collection, and data analysis. SP and AC performed the data collection. The manuscript was written by MP, EC, AC, TO, and SL.
Funding
This work was supported by the Academy of Finland projects PIXIE 331822, PERCEPT 322637, SRC of Academy of Finland project COMBAT 293389, Business Finland project HUMOR 3656/31/2019, and the European Research Council project ILLUSIVE 101020977.
Acknowledgments
We wish to thank all our participants for volunteering in this study.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Publisher’s note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
Supplementary material
The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/frvir.2022.869603/full#supplementary-material
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Summary
Keywords
virtual reality, perception, scaling, embodiment, human factors, plausibility
Citation
Pouke M, Center EG, Chambers AP, Pouke S, Ojala T and Lavalle SM (2022) The Body Scaling Effect and Its Impact on Physics Plausibility. Front. Virtual Real. 3:869603. doi: 10.3389/frvir.2022.869603
Received
04 February 2022
Accepted
10 May 2022
Published
26 May 2022
Volume
3 - 2022
Edited by
Michael Madary, The University of the Pacific, United States
Reviewed by
David Lindlbauer, Carnegie Mellon University, United States
Estelle Nakul, Ecole Polytechnique Fédérale de Lausanne, Switzerland
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Copyright
© 2022 Pouke, Center, Chambers, Pouke, Ojala and Lavalle.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Matti Pouke, matti.pouke@oulu.fi
This article was submitted to Virtual Reality and Human Behaviour, a section of the journal Frontiers in Virtual Reality
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