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These days, virtual reality (VR) systems are actively used in psychological research [1,5]. One of the important problems of using these systems is to appreciate the degree of a user’s immersion in virtual environments (VE). In the scientific literature, this problem was defined as the Presence effect (PE). One of the most important factors influencing the immersion is the perception of the user’s motion, which is based on visual, proprioceptive and vestibular sensory signals [5]. The special technologies were developed to represent the observer's body in VE, which allow monitoring the movements of one’s own body from the side. A virtual human representing an observer in VE was called Avatar. Self-body perception plays an important role in forming the immersion in VE: it is the “self-representation”, the basis of an interactive communication model with VE and a means of communication with other virtual subjects [4]. Previous studies demonstrated that the self-avatar representation increases PE [2, 3]. We supposed that our study will further help to improve the methods of increasing PE based on embodied interaction with real time self-animated avatars in immersive VE. We hoped also that our study will enable the development of models concerning the processes of interaction between signals of different modalities (visual, vestibular and proprioceptive) to form a sense of presence in VE. The goal of our research was to reveal the observer’s reaction while perceiving a mismatch between proprioception signals of his/her body and visual signals of self-avatar movements. The hypothesis of our study: a mismatch between the user’s movements and the movements of his/her avatar would cause an attempt to restore the disturbed interaction with the virtual body, which will be manifested in the motor responses.