Does Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments?
Loading...
Date
2009
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (VEs), because self-avatars provide the user with a visual representation of his/her own body. Consequently having a self-avatar might lead to more realistic human behavior in VEs. To test this hypothesis we compared human behavior in VE with and without providing knowledge about a self-avatar with real human behavior in real-space. This comparison was made for three tasks: a locomotion task (moving through the content of the VE), an object interaction task (interacting with the content of the VE), and a social interaction task (interacting with other social entities within the VE). Surprisingly, we did not find effects of a self-avatar exposure on any of these tasks. However, participant s VE and real world behavior differed significantly. These results challenge the claim that knowledge about the self-avatar substantially influences natural human behavior in immersive VEs.
Description
@inproceedings{10.2312:egs.20091042,
booktitle = {Eurographics 2009 - Short Papers},
editor = {P. Alliez and M. Magnor},
title = {{Does Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments?}},
author = {Streuber, Stephan and Rosa, Stephan de la and Trutoiu, Laura and Bülthoff, Heinrich H. and Mohler, Betty J.},
year = {2009},
publisher = {The Eurographics Association},
ISBN = {},
DOI = {10.2312/egs.20091042}
}