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  The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments

McManus, E., Bodenheimer, B., Streuber, S., de la Rosa, S., Bülthoff, H., & Mohler, B. (2011). The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments. In S. Spencer (Ed.), 8th Symposium on Applied Perception in Graphics and Visualization (APGV 2011) (pp. 37-44). New York, NY, USA: ACM Press.

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Item Permalink: http://hdl.handle.net/11858/00-001M-0000-0013-BAE0-9 Version Permalink: http://hdl.handle.net/21.11116/0000-0003-1CCF-6
Genre: Conference Paper

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 Creators:
McManus, EA, Author
Bodenheimer, B, Author
Streuber, S1, 2, Author              
de la Rosa, S1, 2, 3, Author              
Bülthoff, HH1, 2, Author              
Mohler, BJ1, 2, Author              
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, Spemannstrasse 38, 72076 Tübingen, DE, 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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 Abstract: Humans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of their own body and have little to no experience with other human avatars/characters. However, virtual characters and avatars are more often being used in immersive VEs. In a two-phase experiment, we investigated the impact of seeing an animated character or a self-avatar in a head-mounted display VE on task performance. In particular, we examined performance on three different behavioral tasks in the VE. In a learning phase, participants either saw a character animation or an animation of a cone. In the task performance phase, we varied whether participants saw a co-located animated self-avatar. Participants performed a distance estimation, an object interaction and a stepping stone locomotion task within the VE. We find no impact of a character animation or a self-avatar on distance estimates. We find that both the animation and the self-avatar influenced task performance which involved interaction with elements in the environment; the object interaction and the stepping stone tasks. Overall the participants performed the tasks faster and more accurately when they either had a self-avatar or saw a character animation. The results suggest that including character animations or self-avatars before or during task execution is beneficial to performance on some common interaction tasks within the VE. Finally, we see that in all cases (even without seeing a character or self-avatar animation) participants learned to perform the tasks more quickly and/or more accurately over time.

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 Dates: 2011-08
 Publication Status: Published in print
 Pages: -
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 Rev. Method: -
 Identifiers: DOI: 10.1145/2077451.2077458
BibTex Citekey: McManusBSdBM2011
 Degree: -

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Title: 8th Symposium on Applied Perception in Graphics and Visualization (APGV 2011)
Place of Event: Toulouse, France
Start-/End Date: 2011-08-27 - 2011-08-28

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Title: 8th Symposium on Applied Perception in Graphics and Visualization (APGV 2011)
Source Genre: Proceedings
 Creator(s):
Spencer, SN, Editor
Affiliations:
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Publ. Info: New York, NY, USA : ACM Press
Pages: - Volume / Issue: - Sequence Number: - Start / End Page: 37 - 44 Identifier: ISBN: 978-1-4503-0889-2