Synergistic Embodiment: A Framework for Shared Control and Multi-Limb Interaction in Virtual Reality
Access status:
Open Access
Type
ThesisThesis type
Doctor of PhilosophyAuthor/s
Zhou, HongyuAbstract
Collaboration is moving beyond shared screens and virtual spaces toward shared bodily action. As VR, robotics, and AI-mediated systems reshape how people work, learn, care, play, and act at a distance, virtual and augmented bodies are becoming shared, programmable media for ...
See moreCollaboration is moving beyond shared screens and virtual spaces toward shared bodily action. As VR, robotics, and AI-mediated systems reshape how people work, learn, care, play, and act at a distance, virtual and augmented bodies are becoming shared, programmable media for coordination. They may be co-controlled by multiple users, extended through supernumerary limbs, experienced from distributed viewpoints, or partly governed by semi-autonomous processes. These systems unsettle a foundational assumption in HCI and VR: that embodiment belongs to a single user, body, and perception-action loop. I term this emerging condition collaborative embodiment. This thesis investigates collaborative embodiment as a unified research problem. I first surveyed 137 studies to map methods in collaborative VR and identify gaps in shared control, perspective, and limb augmentation. I then designed and evaluated three VR systems: CoplayingVR for shared hand control, One Body, Two Minds for dynamic perspective switching, and Juggling Extra Limbs for coordination with semi-autonomous virtual arms. Using mixed methods, I show that shared control can improve novice performance and engagement when coordination costs are managed; flexible perspectives balance awareness, comfort, and embodiment; and increasing limb autonomy shifts users from manipulation toward delegation and supervision. This thesis advances Synergistic Embodiment as a conceptual lens and introduces the Interaction Elements Matrix as a design framework for control mapping, perspective strategy, feedback, and autonomy.
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See moreCollaboration is moving beyond shared screens and virtual spaces toward shared bodily action. As VR, robotics, and AI-mediated systems reshape how people work, learn, care, play, and act at a distance, virtual and augmented bodies are becoming shared, programmable media for coordination. They may be co-controlled by multiple users, extended through supernumerary limbs, experienced from distributed viewpoints, or partly governed by semi-autonomous processes. These systems unsettle a foundational assumption in HCI and VR: that embodiment belongs to a single user, body, and perception-action loop. I term this emerging condition collaborative embodiment. This thesis investigates collaborative embodiment as a unified research problem. I first surveyed 137 studies to map methods in collaborative VR and identify gaps in shared control, perspective, and limb augmentation. I then designed and evaluated three VR systems: CoplayingVR for shared hand control, One Body, Two Minds for dynamic perspective switching, and Juggling Extra Limbs for coordination with semi-autonomous virtual arms. Using mixed methods, I show that shared control can improve novice performance and engagement when coordination costs are managed; flexible perspectives balance awareness, comfort, and embodiment; and increasing limb autonomy shifts users from manipulation toward delegation and supervision. This thesis advances Synergistic Embodiment as a conceptual lens and introduces the Interaction Elements Matrix as a design framework for control mapping, perspective strategy, feedback, and autonomy.
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Date
2026Rights statement
The author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.Faculty/School
Faculty of Engineering, School of Computer ScienceAwarding institution
The University of SydneySubjects
collaborative embodimentShare