Search papers, labs, and topics across Lattice.
This paper examines the user experience in immersive video (180/360-degree) viewed through head-mounted displays, focusing on the sense of presence when a virtual body is absent. It argues that presence in this context is primarily driven by self-location within the environment, rather than bodily extension or avatar ownership. The paper introduces the concept of a "self-location-dominant state" to describe this phenomenon, where the user's sense of self is spatially anchored to the viewpoint despite limited agency.
Immersive video reveals that "being there" hinges more on feeling spatially located than having a virtual body, challenging conventional notions of embodiment in XR.
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR. It can generate a sense of being there without providing a corresponding body, while allowing only limited sensorimotor contingency through head rotation. From a phenomenological standpoint, this paper reinterprets presence in immersive video not as bodily extension or ownership of an avatar, but as a form of self-experience in which self-location becomes relatively dominant under conditions of reduced body schema availability. This paper calls this condition a self-location-dominant state. In immersive video, the user cannot actively intervene in the recorded environment, and stable agency or ownership is difficult to establish. Nevertheless, events such as viewpoint motion, impact, and direct address are not experienced merely as changes within an image, but as events concerning the position of the self. The minimal self in immersive video is therefore redescribed not primarily as a subject of agency or ownership, but as a self spatially located at a viewpoint while the body schema remains backgrounded. This perspective connects research on presence, the sense of embodiment, and the minimal self, and proposes self-location as a central analytic axis for theorising self-experience in immersive video.