Balancing Accuracy and Embodiment: A Hybrid Perspective for Complex Visuomotor Tasks in VR

Social & Collaborative VRImmersion & Presence ResearchVR Medical Training & RehabilitationPhysicians, Nurses & CliniciansPhysical Therapists & Rehabilitation SpecialistsHCI Researchers

Paper Title

Balancing Accuracy and Embodiment: A Hybrid Perspective for Complex Visuomotor Tasks in VR

Publication Info

  • Topic area: Virtual reality perspectives for motor control and user experience.
  • Keywords: Virtual reality, embodiment, visuomotor tasks, perspective continuum, hybrid view, user experience, postural control, motor performance, balance training, HCI.

Background and Problem

  • Problem / challenge: Traditional first-person perspectives (1PP) in VR are assumed to maximize embodiment and motor performance, but they can lead to occlusion and reduced spatial awareness. Conversely, third-person perspectives (3PP) enhance spatial awareness but reduce embodiment. The trade-offs between these perspectives in complex motor tasks remain underexplored.
  • Significance: Understanding the interplay between embodiment, performance, and user preference is critical for designing effective VR systems for training, rehabilitation, and exergames.
  • Motivation and related work: Previous research has shown that 1PP enhances embodiment while 3PP improves spatial awareness. However, the impact of hybrid perspectives and their utility in balancing these trade-offs for complex tasks, such as balance and motor control, is not well understood. This study builds on the perspective continuum model to address this gap.

Solution

  • Proposed approach: Introduction of a novel Hybrid perspective that combines third-person spatial awareness with first-person limb feedback to optimize performance and embodiment in a VR balance game.
  • Novelty:
    1. Systematic comparison of four perspectives (First, Ghost, Third, Hybrid) along the perspective continuum in a physically demanding VR task.
    2. Empirical evidence showing a mismatch between embodiment and user preference, with users favoring utility over immersion.
    3. Demonstration of the Hybrid perspective as a practical compromise for balancing performance and perception.
  • Procedure and key techniques:
    • Conducted a within-subjects user study (N=20) using a VR balance game inspired by "Brain Wall."
    • Compared four perspectives under two difficulty levels (easy: 2-collectibles; hard: 3-collectibles).
    • Measured objective performance (success rate, wall touches, step-offs, task duration), balance metrics (oscillations, body lean), and subjective experience (presence, embodiment, workload, enjoyment).
    • Used a counterbalanced design and statistical analysis to evaluate effects.

Results

  • Concrete findings:
    • Hybrid perspective improved postural stability (reduced head and waist oscillations) in the easy condition but showed no advantage in the hard condition.
    • Task duration was longer in Third and Hybrid perspectives under high difficulty, indicating a speed-accuracy trade-off.
    • First and Ghost perspectives maximized embodiment (Self-Location, Ownership) and presence but were less preferred.
    • No significant differences in error rates (success, wall touches, step-offs) across perspectives.
  • Advantage over baselines:
    • Hybrid perspective offered a balance between spatial awareness and limb feedback, outperforming First and Ghost in user preference despite lower embodiment scores.
    • Third perspective consistently resulted in a more upright and stable posture.
  • Experiments / evaluation:
    • Conducted 16 trials per participant (4 perspectives × 4 trials) with a counterbalanced order.
    • Used motion tracking for balance metrics and standardized questionnaires for subjective measures.
    • Participants ranked Hybrid as the most preferred perspective, followed by Third.
  • Limitations and future work:
    • Small, homogeneous sample (N=20) limits generalizability; future studies should include clinical populations.
    • Results are task-specific; further research is needed across diverse VR tasks.
    • Only four discrete perspectives were tested; future work should explore the full perspective continuum.
    • Short exposure duration (12 minutes) limits conclusions about long-term adaptation.

Summary

This study investigated the trade-offs between embodiment, performance, and user preference in VR through a balance game comparing four visual perspectives. The novel Hybrid perspective, combining third-person spatial awareness with first-person limb feedback, emerged as the most preferred despite lower embodiment scores. Results highlight the importance of task-specific perspective design, showing that users prioritize utility over immersion in complex motor tasks. These findings have implications for VR training and rehabilitation, emphasizing the need for flexible, user-adaptive perspectives rather than a one-size-fits-all approach.

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https://hci.top/en/papers/chi/222572/2026

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open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3772318.3791472
At a Glance

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Source
CHI
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Year
2026
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Authors
5 authors
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Subtopics
Social & Collaborative VR, Immersion & Presence Research, VR Medical Training & Rehabilitation
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Professions
Physicians, Nurses & Clinicians, Physical Therapists & Rehabilitation Specialists, HCI Researchers
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