Does Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments?

Loading...
Thumbnail Image
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
} }
Citation
Collections