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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Training: Efects of Avatar Appearance</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sunghun Jung</string-name>
          <email>sunghun@pusan.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Seonghyeon Nam</string-name>
          <email>sh.nam@pusan.ac.kr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Myungho Lee</string-name>
          <email>myungho.lee@pusan.ac.kr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>VR-based AAR systems.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Virtual Reality, Sense of Embodiment, Avatar Appearance, Non-interactive replay</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Convergence Engineering, Pusan National University</institution>
          ,
          <addr-line>Busan 46241</addr-line>
          ,
          <country country="KR">Korea</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Computer Science and Engineering, Pusan National University</institution>
          ,
          <addr-line>Busan 46241</addr-line>
          ,
          <country country="KR">Korea</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Virtual reality (VR)-based training often integrates After Action Review (AAR) to enhance learning, where recognizing one's own actions is critical for performance improvement. A key mechanism underlying this recognition is the sense of embodiment (SoE), the perception of a virtual body as one's own. While SoE has been studied mainly in synchronous contexts, little is known about its persistence during non-interactive replay of past actions. This pilot study (N = 5) investigated how avatar appearance influences SoE when participants observed recordings of their own VR performance under temporal asynchrony. Using a within-subjects design, participants performed an object placement task with three avatar conditions-Mannequin (MA), Resemblance (RA), and Customized (CA) and then viewed replays of their actions. SoE was measured across body ownership, agency, self-identification, self-attribution, and spatial presence. Results showed a trend in the order of RA &gt; CA &gt; MA for self-identification and spatial presence. These findings indicate that SoE can be sustained even in non-interactive replay conditions, highlighting avatar appearance as an important factor in designing efective APMAR'25: The 17th Asia-Pacific Workshop on Mixed and Augmented Reality, Sep. 26-27, 2025, Busan, South Korea ∗Corresponding author. †These authors contributed equally.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Virtual reality (VR) is widely used for simulation-based training in healthcare, the military, and industry.
In addition to simple training procedures, these programs also incorporate learning methods such as
After Action Review (AAR) to enhance training efectiveness. AAR is a method that enables learners to
objectively review their actions and mistakes after completing a training simulation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Research has
shown that AAR based on a learner’s own performance video yields stronger learning efects compared
to videos of others’ performances. This efect is particularly pronounced among learners with high
self-eficacy [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. These findings suggest that AAR enhances training efectiveness and that recognizing
one’s own performance is a crucial factor in both learning transfer and performance improvement.
      </p>
      <p>
        In VR, this recognition of one’s own actions is closely tied to the sense of embodiment (SoE), a
core experiential mechanism through which users come to perceive a virtual body as their own. SoE
is defined as perceiving the features of a virtual body as if they were part of one’s own body. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
SoE has been associated with benefits such as enhanced cognitive performance [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], stronger tactile
perception [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and improved learning efectiveness [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Among the various factors that shape SoE, the visual appearance of avatars has been shown to
play a particularly important role. Previous studies have found that perceived similarity body shape,
identity match, scan-based realism, and personalization/customization all influence the formation
of SoE [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8, 9, 10</xref>
        ]. However, most research has focused on SoE in real-time settings where time is
synchronized. Much less is known about whether SoE can also occur or persist when people watch
recordings of their own past performance under time-asynchronous conditions.
      </p>
      <p>CEUR</p>
      <p>ceur-ws.org</p>
      <p>This study investigates how avatar appearance afects SoE when learners observe recordings of their
own performance under temporal asynchrony. To this end, we pose the following research questions:
• RQ1: Do people experience SoE when watching recorded 3D VR scenes?
• RQ2: Does SoE difer depending on the avatar’s visual appearance?</p>
      <p>To answer these questions, participants completed a simple shape-matching task using avatars with
three diferent visual appearances. Afterwards, they watched recordings of their own performance. This
allowed us to examine whether participants experienced SoE in recorded 3D VR scenes and whether
avatar appearance influenced the level of SoE.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>2.1. Sense of Embodiment in VR</title>
        <p>
          In head-mounted display (HMD)-based VR, the sense of embodiment can be conveyed to the user
through a virtual body, or avatar [11]. SoE generally consisted of three components: agency, body
ownership, and self-location [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Agency refers to the feeling that the movements of the virtual body
originate from and are controlled by oneself [12]. Body ownership refers to experiencing and attributing
the perceived virtual body as one’s own body [13]. Self-location is the sense that oneself is located at a
specific body or spatial position within the virtual environment [ 14].
        </p>
        <p>
          SoE in virtual environments influences users’ cognition, perception, and behavior, and is related to user
experience and performance in multiple ways. For example, in a memory task involving paired letters,
participants demonstrated significantly higher recall performance under high-SoE conditions [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. In
tactile experiments, stronger tactile illusions were observed when SoE was heightened [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Furthermore,
when presenting a virtual body that difered in appearance from the physical body, users’ behavioral
patterns were altered according to the characteristics of the virtual body [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Avatar Appearance and Customization</title>
        <p>
          Although various factors can elicit a SoE, avatar appearance and the process of directly customizing
avatars can also play a significant role in inducing it. When users viewed their avatars through a
fullbody virtual mirror, realistic avatars elicited higher SoE and task performance compared to non-realistic
avatars or the absence of avatars [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. SoE was further enhanced when avatar appearance matched
users’ identity traits such as gender and ethnicity [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. Personalized avatars resembling the user’s own
appearance also increased SoE, while the use of HMDs, compared to CAVE-based VR, provided stronger
immersion and thus greater SoE [9].
        </p>
        <p>Creating one’s own avatar has also been shown to enhance both SoE and self-identification.
Customized avatars were often perceived as highly similar to oneself, as they reflected aspects of one’s
self-image [15]. This self-identification efect was stronger for user-customized avatars and was
accompanied by higher perceived self-similarity, self-expression, and willingness to self-disclose [16].
Moreover, when user-customized avatars were employed in a running game, SoE was significantly
increased [10].</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Embodiment under Non-interactive Replay</title>
        <p>Previous experiments on the temporal asynchrony condition employed pre-recorded first-person actions
not performed by the participants. These actions were replayed in real time and mismatched the users’
actual movements. Under such conditions, SoE was found to decrease [17, 18, 19]. However, these
studies created a mismatch by showing pre-recorded actions not performed by the participant. In
contrast, the present study has participants observe recordings of their own performances from a
thirdperson perspective. This design enables us to investigate whether SoE can emerge under non-interactive
replay conditions and whether avatar appearance afects the degree of SoE.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Preliminary Study</title>
      <sec id="sec-3-1">
        <title>3.1. Method</title>
        <p>This study employed a one-factor within-subjects design to examine the efect of avatar appearance.
The independent variable, avatar appearance, consisted of three levels, as illustrated in Figure 1:
• Mannequin Avatar (MA): A basic avatar with a generic form, provided identically to all
participants.
• Resemblance Avatar (RA): An avatar generated based on the participant’s actual appearance.
• Customized Avatar (CA): An avatar created directly by the participant using a provided
customization tool.</p>
        <p>To control for potential learning and order efects arising from the experimental sequence, a
counterbalanced Latin square design was employed, ensuring that the order of avatar presentations was evenly
distributed across participants.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Materials</title>
        <p>The experiment was conducted using a Meta Quest 3 HMD, with hand movements tracked through the
Quest 3’s native hand-tracking system. The virtual environment was developed in Unity 2022.3.47f1.
The avatars shown in Figure 1 were generated as follows:
• MA: This avatar was based on the X-Bot1 model from Adobe Mixamo and was designed to have
a non-individualized appearance.
• RA: The face was generated from a frontal photograph of the participant using the Headshot
plug-in in Character Creator 3(CC3, Reallusion)2, and clothing was standardized in white.
• CA: Participants used the Ready Player Me3 platform to design and customize their avatars
according to their personal preferences.</p>
        <p>The experimental task was conducted within the virtual environment illustrated in Figure 2.
1https://www.mixamo.com/
2https://www.reallusion.com/character-creator/
3https://readyplayer.me/</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Procedure</title>
        <p>The overall procedure is illustrated in Figure 3. The experiment consisted of a preparation phase
followed by three main sessions, each corresponding to one of the three avatar conditions (MA, RA,
CA).</p>
        <p>Prior to the experiment, frontal photographs of each participant were collected to generate the RA.
Participants also created their own CA in advance. They used the Ready Player Me platform, reflecting
their personal preferences.</p>
        <p>In each session, participants performed a simple object placement task. As shown in Figure 2, six
geometric objects (a prism, a cube, and a cylinder, arranged in sequence) were floated behind the
participant. On the desk in front of the participant, symbols corresponding to these objects (square,
triangle, and circle) were presented in a randomized order for each session.</p>
        <p>Participants were instructed to pick up the objects one by one and place them on the corresponding
symbols on the desk. They were free to move within the virtual environment and could use either
hand. The task ended once all six objects had been correctly placed, at which point the recording of the
participant’s task was also stopped.</p>
        <p>After completing the task, participants took a 5-minute break. They then observed a replay of their
own performance. The replay began from a third person perspective located 1 meter behind the avatar’s
starting position, but participants were free to adjust their viewpoint and angle as desired. The replay
lasted for the same duration as the original task. Immediately after the replay, participants completed a
questionnaire to evaluate their experience. This procedure was repeated for all three avatar conditions.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Measures</title>
        <p>To evaluate participants’ experiences, we administered the 12-item questionnaire shown in Table 1. All
items were rated on a 7-point Likert scale (1 = strongly disagree, 7 = strongly agree). The questionnaire</p>
        <p>Question
It felt like the observed virtual human was my body. [20]
It felt as if the observed virtual human was someone else’s body. [21]
I felt like I was causing the movements of the observed virtual human. [20]
I felt like the actions of the observed virtual human were my own actions.</p>
        <p>Sometimes, I had the feeling that I was looking at myself. [23]
I felt like the virtual human was me. [22]
I could identify myself with the virtual human. [22]
I had the feeling the virtual human was behaving as I would behave. [22]
I felt like the virtual human had the same attributes as I have. [22]
I had the feeling that I was in the middle of the action rather than merely observing. [22]
It seemed as though I actually took part in the presented environment. [23]</p>
        <p>I felt like the observed virtual human was reenacting the actions I had performed in the past.
items were adapted from the Virtual Embodiment Questionnaire (VEQ) [20], the Avatar Embodiment
Questionnaire (AEQ) [21], the extended VEQ [22], and the Conscious Bodily Self-Perception scale [23],
along with additional items developed specifically for this study to evaluate participants’ recognition of
their own actions.</p>
        <p>The questionnaire was categorized into five sub-factors as follows:
• Body Ownership (BO): The extent to which the virtual body is experienced as one’s own body
(Q1, Q2) [20, 21].
• Agency (AG): The sense of controlling the movements of the virtual body (Q3, Q4) [20].
• Self-Identification (SI) : The degree to which participants identified themselves with the avatar
(Q5, Q12) [23].
• Self-Attribution (SA): The extent to which participants attributed the avatar’s physical or
psychological characteristics to themselves (Q6, Q7, Q8, Q9) [22].
• Spatial-Presence (SP): The feeling that one’s body physically exists in the virtual environment
(Q10, Q11) [23].</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Participants</title>
        <p>A pilot test was conducted with five participants who had substantial experience with VR (4 male, 1
female; mean age = 26.8).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results and Discussion</title>
      <p>Data analysis was conducted on five participants. A Friedman test was applied to the overall average
(AVG) of the questionnaire scores as well as to the mean values of BO, AG, SI, SA, and SP. Additionally,
Kendall’s W was reported as a non-parametric efect size to quantify the degree of agreement across
repeated measures.</p>
      <p>No significant efect of the avatar appearance conditions was found on AVG,  2(2) = 1.2,  = 0.5488,
 = 0.12. Similarly, the experimental conditions did not significantly influence BO,  2(2) = 0,  = 1,  =
0. The analysis also revealed no efect on AG,  2(2) = 1.625,  = 0.443,  = 0.1625. Efects on SI were
likewise nonsignificant,  2(2) = 2.47,  = 0.29,  = 0.247. In addition, no significant diferences were
observed for SA,  2(2) = 1.368,  = 0.504,  = 0.136, nor for SP,  2(2) = 2.941,  = 0.229,  = 0.294. See
Figure 4.</p>
      <p>This study investigated how avatar appearance influences the SoE when learners observe recordings
of their own performance under temporal asynchrony. Participants performed a simple object placement
task using three avatar appearance conditions (MA, RA, CA) and subsequently observed replays of
their performance. The sense of embodiment was then analyzed across the dimensions of BO, AG, SI,
SA, and SP.</p>
      <p>
        The analysis indicated that SI, SA, and SP scores followed the order RA &gt; CA &gt; MA, confirming that
participants were more likely to identify with avatars resembling themselves. This is consistent with
previous research showing that greater resemblance between an avatar and the user leads to higher
levels of self-identification [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8, 9</xref>
        ]. Although the CA condition did not perfectly replicate participants’
actual appearance, the possibility of self-expression and the process of creating the avatar itself may
have facilitated self-identification [ 10, 15, 16]. A noteworthy finding is that, for CA, the variance
was considerably higher than that of the other conditions, particularly in SA and SP. This may be
interpreted as reflecting diferences in participants’ attachment to avatars as suggested by prior studies
on varying levels of incorporation of avatars as self-representatives [24], and individual diferences
in self-identification would vary depending on customization strategies (self-similarity oriented vs.
ideal-self oriented) [25].
      </p>
      <p>For BO, no significant diferences were observed across the three conditions, while AG was highest
for the CA condition. This may have been influenced by visual inconsistencies in the avatar’s body
caused by mismatches between participants’ motion-tracking data and the avatar’s skeletal structure.</p>
      <p>Post-experiment interviews revealed additional insights. Some participants reported experiencing
discomfort in the RA condition, describing the avatar as both similar and dissimilar to their own
appearance. Others indicated that the replay observation time was too short to adequately reflect on
their actions. In addition, some participants expressed dissatisfaction with the limited customization
options provided for creating the CA, which they felt restricted their ability to fully represent themselves.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>This study investigated whether a sense of embodiment can emerge when learners observe recordings
of their own VR performance under temporal asynchrony, and how avatar appearance afects this
experience. To this end, a within-subjects design was employed, manipulating avatar appearance across
three conditions (MA, RA, CA) and analyzing multiple dimensions of SoE.</p>
      <p>The findings indicate that SoE can be sustained even under non-interactive replay conditions,
extending prior research that has primarily focused on synchronous, real-time environments. Moreover, avatar
appearance was found to play a critical role in shaping SoE, particularly with respect to self-identification
(SI, SA) and spatial presence (SP). These results are consistent with prior literature emphasizing the
importance of visual similarity and personalization in embodiment, while also highlighting the additional
significance of user-created avatars as a medium for self-expression.</p>
      <p>Although this work was conducted as a pilot study (N = 5) and thus has limited generalizability, it
provides valuable insight into the mechanisms by which avatar design influences embodied experiences.
Future studies should increase the sample size, refine avatar rigging, and systematically vary replay
conditions to further clarify the relationship between temporal asynchrony, avatar appearance, and SoE.
Such eforts will not only advance theoretical understanding of embodiment in VR but also contribute
to the design of training systems, educational platforms, and personalized virtual experiences for After
Action Review (AAR).</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work was supported by the Institute of Information Communications Technology Planning &amp;
Evaluation (IITP) under the Leading Generative AI Human Resources Development
(IITP-2025-RS-202400360227) grant funded by the Korea government (MSIT), and by the 2025 Research Fund of the Pusan
National University Hospital Convergence Medical Institute of Technology(CMIT2025-00).</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used X-GPT-5 in order to: Grammar and spelling
check.
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