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  Does Brief Exposure to a Self-avatar Affect Common Human Behaviors in Immersive Virtual Environments?

Streuber, S., de la Rosa, S., Trutoiu, L., Bülthoff, H., & Mohler, B. (2009). Does Brief Exposure to a Self-avatar Affect Common Human Behaviors in Immersive Virtual Environments? In Eurographics 2009: The 30th Annual Conference of the European Association for Computer Graphics (pp. 33-36). Geneve, Switzerland: European Association for Computer Graphics.

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Eurographics-2009-Streuber.pdf (beliebiger Volltext), 462KB
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 Urheber:
Streuber, S1, 2, Autor           
de la Rosa, S1, 2, 3, Autor           
Trutoiu, LC1, 2, Autor           
Bülthoff, HH1, 2, Autor           
Mohler, B1, 2, Autor           
Affiliations:
1Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497797              
2Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497794              
3Project group: Cognitive Engineering, Max Planck Institute for Biological Cybernetics, Max Planck Society, Spemannstrasse 38, 72076 Tübingen, DE, ou_2528702              

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 Zusammenfassung: 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.

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 Datum: 2009-04
 Publikationsstatus: Erschienen
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 Identifikatoren: BibTex Citekey: 5818
DOI: 10.2312/egs.20091042
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Veranstaltung

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Titel: 30th Annual Conference of the European Association for Computer Graphics (Eurographics 2009)
Veranstaltungsort: München, Germany
Start-/Enddatum: 2009-03-30 - 2009-04-03

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Titel: Eurographics 2009: The 30th Annual Conference of the European Association for Computer Graphics
Genre der Quelle: Konferenzband
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Ort, Verlag, Ausgabe: Geneve, Switzerland : European Association for Computer Graphics
Seiten: - Band / Heft: - Artikelnummer: - Start- / Endseite: 33 - 36 Identifikator: -