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dc.contributor.authorStreuber, Stephanen_US
dc.contributor.authorRosa, Stephan de laen_US
dc.contributor.authorTrutoiu, Lauraen_US
dc.contributor.authorBülthoff, Heinrich H.en_US
dc.contributor.authorMohler, Betty J.en_US
dc.contributor.editorP. Alliez and M. Magnoren_US
dc.date.accessioned2015-07-09T11:07:32Z
dc.date.available2015-07-09T11:07:32Z
dc.date.issued2009en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20091042en_US
dc.description.abstractA 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleDoes Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments?en_US
dc.description.seriesinformationEurographics 2009 - Short Papersen_US
dc.description.sectionheadersAnimation/ Modelingen_US
dc.identifier.doi10.2312/egs.20091042en_US
dc.identifier.pages33-36en_US


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