Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments
نویسندگان
چکیده
Effective collaboration in immersive virtual environments requires to be able communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial anthropomorphism on sense body ownership, avatar attractiveness, social presence performance collaborative tasks. In first experiment participants have solve a construction game according their partner’s instructions three avatars presenting different properties. Results reveal no significant difference terms ownership presence, but demonstrate differences attractiveness completion duration task. Unexpectedly, correlation analyses also link between performance. The more attractive avatar, shorter game. Our second was designed investigate further potential task carried out same avatars. While we observed very high tasks (asymmetric negotiation) with every our results did not conditions. However, statistically types. scores co-presence perceived message understanding dimensions were higher during negotiation appears sensitive, especially when communication becomes important face-to-face interaction environments.
منابع مشابه
the impact of e-readiness on ec success in public sector in iran the impact of e-readiness on ec success in public sector in iran
acknowledge the importance of e-commerce to their countries and to survival of their businesses and in creating and encouraging an atmosphere for the wide adoption and success of e-commerce in the long term. the investment for implementing e-commerce in the public sector is one of the areas which is focused in government‘s action plan for cross-disciplinary it development and e-readiness in go...
Social Presence in Immersive 3D Virtual Learning Environments
Ambient Intelligence (AmI) has historically addressed the interaction of people with computer controlled physical worlds. More recently, there has been interest in their virtual counterparts, such as Second Life in which humanoid avatars interact with each other and their worlds in ways that are analogous to our relationship with the physical world. Virtual and physical worlds can have complex ...
متن کاملCollaborative Geometrical Modeling in Immersive Virtual Environments
Although single person virtual environment systems can aid the individual in particular aspects of work they do not address issues of interaction and collaboration between participants and how these can enhance productivity. We present a system for geometrical modeling which permits collaboration between designers at physically separated sites to build and modify objects composed of free-form s...
متن کاملSimulation versus Reproduction for Avatar Eye-Gaze in Immersive Collaborative Virtual Environments
Using video technology in telecommunication systems poses spatial orientation problems because participants have a window onto each other’s space, rather than sharing one space. These problems can be overcome using immersive virtual reality in which remote participants are represented as avatars. Because of the challenges involved in capturing eyegaze reliably and problems of loss in transmissi...
متن کاملBody Centred Interaction in Immersive Virtual Environments
The technology to immerse people in computer generated worlds was proposed by Sutherland in 1965, and realised in 1968 with a head-mounted display that could present a user with a stereoscopic 3-dimensional view slaved to a sensing device tracking the user's head movements (Sutherland 1965; 1968). The views presented at that time were simple wire frame models. The advance of computer graphics k...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Computers & Graphics
سال: 2021
ISSN: ['0097-8493', '1873-7684']
DOI: https://doi.org/10.1016/j.cag.2021.08.011