English
 
User Manual Privacy Policy Disclaimer Contact us
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT
  "Where's Pinky?": The Effects of a Reduced Number of Fingers in Virtual Reality

Schwind, V., Knierim, P., Chuang, L., & Henze, N. (2017). "Where's Pinky?": The Effects of a Reduced Number of Fingers in Virtual Reality. In B. Schouten, P. Markopoulos, Z. Toups, P. Cairns, & T. Bekker (Eds.), ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017) (pp. 507-515). New York, NY, USA: ACM Press.

Item is

Basic

show hide
Item Permalink: http://hdl.handle.net/21.11116/0000-0000-C379-C Version Permalink: http://hdl.handle.net/21.11116/0000-0000-C37A-B
Genre: Conference Paper

Files

show Files

Locators

show
hide
Locator:
Link (Any fulltext)
Description:
-

Creators

show
hide
 Creators:
Schwind, V, Author
Knierim, P, Author
Chuang, LL1, 2, 3, Author              
Henze, N, Author
Affiliations:
1Project group: Cognition & Control in Human-Machine Systems, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_2528703              
2Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497794              
3Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497797              

Content

show
hide
Free keywords: -
 Abstract: The hands of one's avatar are possibly the most visible aspect when interacting in virtual reality (VR). As video games in VR proliferate, it is important to understand how the appearance of avatar hands influence the user experience. Designers of video games often stylize hands and reduce the number of fingers of game characters. Previous work shows that the appearance of avatar hands has significant effects on the user's presence - the feeling of `being' and `acting' in VR. However, little is known about the effects of missing fingers of an avatar in VR. In this paper, we present a study (N=24) that investigated the effect of hand representations by parametrically varying the number of fingers of abstract and realistically rendered hands. We show that decreasing the number of fingers of realistic hands leads to significantly lower levels of presence, which is not the case for abstract hands. Qualitative feedback collected through think-aloud and video revealed potential reasons for the different assessment of realistic and abstract hands with fewer fingers in VR. We contribute design implications and recommend considering the human-likeness when a reduction of the number of fingers of avatar hands is desired.

Details

show
hide
Language(s):
 Dates: 2017-10
 Publication Status: Published in print
 Pages: -
 Publishing info: -
 Table of Contents: -
 Rev. Method: -
 Identifiers: DOI: 10.1145/3116595.3116596
BibTex Citekey: SchwindKCH2017
 Degree: -

Event

show
hide
Title: ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)
Place of Event: Amsterdam, The Netherlands
Start-/End Date: -

Legal Case

show

Project information

show

Source 1

show
hide
Title: ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)
Source Genre: Proceedings
 Creator(s):
Schouten, B., Editor
Markopoulos, P., Editor
Toups, Z., Editor
Cairns, P., Editor
Bekker, T., Editor
Affiliations:
-
Publ. Info: New York, NY, USA : ACM Press
Pages: - Volume / Issue: - Sequence Number: - Start / End Page: 507 - 515 Identifier: ISBN: 978-1-4503-4898-0