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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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Item Permalink: http://hdl.handle.net/11858/00-001M-0000-0013-C543-7 Version Permalink: http://hdl.handle.net/21.11116/0000-0003-1CD3-0
Genre: Conference Paper

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Eurographics-2009-Streuber.pdf (Any fulltext), 462KB
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 Creators:
Streuber, S1, 2, Author              
de la Rosa, S1, 2, 3, Author              
Trutoiu, LC1, 2, Author              
Bülthoff, HH1, 2, Author              
Mohler, B1, 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, 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: 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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 Dates: 2009-04
 Publication Status: Published in print
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 Identifiers: BibTex Citekey: 5818
DOI: 10.2312/egs.20091042
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Title: 30th Annual Conference of the European Association for Computer Graphics (Eurographics 2009)
Place of Event: München, Germany
Start-/End Date: 2009-03-30 - 2009-04-03

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Title: Eurographics 2009: The 30th Annual Conference of the European Association for Computer Graphics
Source Genre: Proceedings
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Publ. Info: Geneve, Switzerland : European Association for Computer Graphics
Pages: - Volume / Issue: - Sequence Number: - Start / End Page: 33 - 36 Identifier: -