dc.contributor.author | Streuber, Stephan | en_US |
dc.contributor.author | Rosa, Stephan de la | en_US |
dc.contributor.author | Trutoiu, Laura | en_US |
dc.contributor.author | Bülthoff, Heinrich H. | en_US |
dc.contributor.author | Mohler, Betty J. | en_US |
dc.contributor.editor | P. Alliez and M. Magnor | en_US |
dc.date.accessioned | 2015-07-09T11:07:32Z | |
dc.date.available | 2015-07-09T11:07:32Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20091042 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Does Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments? | en_US |
dc.description.seriesinformation | Eurographics 2009 - Short Papers | en_US |
dc.description.sectionheaders | Animation/ Modeling | en_US |
dc.identifier.doi | 10.2312/egs.20091042 | en_US |
dc.identifier.pages | 33-36 | en_US |