ORIGINAL RESEARCH article

Front. Virtual Real.

Sec. Virtual Reality and Human Behaviour

Volume 6 - 2025 | doi: 10.3389/frvir.2025.1499845

This article is part of the Research TopicA Metaverse for the Good: Design, Application and UnderstandingView all 19 articles

Digital Twin Embodied Interactions Design: Synchronized and Aligned Physical Sensation in Location-Based Social VR

Provisionally accepted
  • 1Goldsmiths University of London, London, London, United Kingdom
  • 2University of Greenwich, London, United Kingdom

The final, formatted version of the article will be published soon.

Digital twin technologies have become increasingly relevant in virtual reality, offering precise 1:1 mapping between physical environments and their virtual counterparts. While previous work has focused on object interaction through passive haptics, little attention has been given to how such environments can support social and embodied interactions that feel natural and expressive. In this work, we extend the digital twin paradigm by integrating full-body avatars, hand tracking, and voice-driven facial animation into a location-based VR environment. To explore the interactive potential of this dual-realm environment, we propose three categories of cross-realm embodied interaction: (1) Tangible interaction, exemplified by spatially aligned object manipulation; (2) Social gesture, supported through expressive hand and body movement; and (3) Social touch, including co-located tactile actions such as handshakes and hugs. We developed a prototype system showing all three embodied interactions, supported by passive haptics, precise spatial alignment, and real-time multiplayer synchronization. We also introduced a low-cost, Wi-Fi-based motion tracking prototype to enhance interaction with movable physical elements. We evaluate the system through expert interviews, identifying key themes related to spatial trust, tactile realism, and interpersonal presence. Our findings suggested that precise alignment and embodied social cues significantly enhance immersion and social connectedness. This work contributes towards a replicable framework for designing socially immersive digital twin experiences and opens new directions for location-based VR in collaborative and educational contexts.

Keywords: Digital Twin, virtual reality, social interaction, Passive haptic, hand tracking, embodiment, Full-body avatar, Social presence

Received: 21 Sep 2024; Accepted: 29 Apr 2025.

Copyright: © 2025 Zhang, Ma, Pi, Du and Pan. 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) or licensor 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: Ju Zhang, Goldsmiths University of London, London, SE14 6NW, London, United Kingdom

Disclaimer: 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.