Effect of avatars and viewpoints on performance in virtual world: efficiency vs. telepresence

نویسندگان

  • Yves Rybarczyk
  • Tiago Coelho
  • Tiago Cardoso
  • Rita de Oliveira
چکیده

An increasing number of our interactions are mediated through e-technologies. In order to enhance the human’s feeling of presence into these virtual environments, also known as telepresence, the individual is usually embodied into an avatar. The natural adaptation capabilities, underlain by the plasticity of the body schema, of the human being make a body ownership of the avatar possible, in which the user feels more like his/her virtual alter ego than himself/herself. However, this phenomenon only occurs under specific conditions. Two experiments are designed to study the human’s feeling and performance according to a scale of natural relationship between the participant and the avatar. In both experiments, the human-avatar interaction is carried out by a Natural User Interface (NUI) and the individual’s performance is assessed through a behavioural index, based on the concept of affordances, and a questionnaire of presence The first experiment shows that the feeling of telepresence and ownership seem to be greater when the avatar’s kinematics and proportions are close to those of the user. However, the efficiency to complete the task is higher for a more mechanical and stereotypical avatar. The second experiment shows that the manipulation of the viewpoint induces a similar difference across the sessions. Results are discussed in terms of the neurobehavioral processes underlying performance in virtual worlds, which seem to be based on ownership when the virtual artefact ensures a preservation of sensorimotor contingencies, and simple geometrical mapping when the conditions become more artificial.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Populating the Virtual Worlds with Interactive Perceptive Virtual Actors

Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games, parties. The concepts of Distributed Virtual Environments are a key technology to implement this telepresence. Using Virtual Humans within the shared environment is a essential supporting tool for presence. Real-time realistic 3D avatars will be essential ...

متن کامل

Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game

Studies show that representations of learners’ social identities impact performance and engagement, e.g., via triggering stereotypes [27]. When learning occurs with virtual identities as intermediaries, such as avatars in a learning game, it is unknown how the use of virtual identities may impact performance and engagement. This area is ripe for investigation given the proliferation of educatio...

متن کامل

The Avatar-Self Relationship: Enacting Presence in Second Life

Avatars are technological artifacts that provide communicators a body in virtual spaces. It is through this affordance of embodiment that people, places and things are made concrete, tangible, and present. Presence consists of two interrelated phenomena: (i) telepresence: the sense of being there, and (ii) social presence: the sense of being together with others. In the context of virtual world...

متن کامل

Body Ownership of Virtual Avatars: An Affordance Approach of Telepresence

Abstract: Interaction with and graphical representation of avatars in virtual environments is an increasing trend of our cyber-society. However, there is a lack of knowledge about how the human being deals with these computational beings. Projects in the field of telepresence seek to understand the human ability to achieve a distal attribution of him/herself, also known as ownership [1]. A larg...

متن کامل

Natural User Interfaces for Virtual Character Full Body and Facial Animation in Immersive Virtual Worlds

In recent years, networked virtual environments have steadily grown to become a frontier in social computing. Such virtual cyberspaces are usually accessed by multiple users through their 3D avatars. Recent scientific activity has resulted in the release of both hardware and software components that enable users at home to interact with their virtual persona through natural body and facial acti...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • EAI Endorsed Trans. Creative Technologies

دوره 1  شماره 

صفحات  -

تاریخ انتشار 2014