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dc.contributor.authorGuo, Rongkaien_US
dc.contributor.authorSamaraweera, Gayanien_US
dc.contributor.authorQuarles, Johnen_US
dc.contributor.editorTakuya Nojima and Dirk Reiners and Oliver Staadten_US
dc.date.accessioned2014-12-17T13:12:29Z
dc.date.available2014-12-17T13:12:29Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-65-1en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/ve.20141357en_US
dc.identifier.urihttp://hdl.handle.net/10.2312/ve.20141357.001-008
dc.description.abstractThe main question we ask is: How do avatars affect presence specifically for Persons with Mobility Impairments (PMIs)? For example, PMIs' deficits in the proprioceptive sense could affect their body perception in immersive virtual reality, which could impact presence. To investigate this we replicated the classic virtual pit experiment and included a responsive full body avatar (or lack thereof) as a 3D user interface. We recruited from two different populations: 11 PMIs and another 11 Persons without Mobility Impairments (PNMIs) as a control. Each PNMI was matched to a PMI based on age, weight, height, and prior VE exposure. Results of this study indicate that avatars elicit a higher sense of presence for PMIs than for PNMIs. In addition, results suggest that PMIs are easier to immerse in VEs than PNMIs, which may further motivate the future use of VE technology for PMIs.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectH.5.1 [Information Interfaces and Presentation]en_US
dc.subjectMultimedia Information Systemsen_US
dc.subjectArtificialen_US
dc.subjectaugmented and virtual realitiesen_US
dc.titleThe Effects of Avatars on Presence in Virtual Environments for Persons with Mobility Impairmentsen_US
dc.description.seriesinformationICAT-EGVE 2014 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environmentsen_US
dc.description.sectionheadersAvatarsen_US


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