Deutsch
 
Hilfe Datenschutzhinweis Impressum
  DetailsucheBrowse

Datensatz

DATENSATZ AKTIONENEXPORT
  "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

Basisdaten

einblenden: ausblenden:
Genre: Konferenzbeitrag

Externe Referenzen

einblenden:
ausblenden:
externe Referenz:
Link (beliebiger Volltext)
Beschreibung:
-
OA-Status:

Urheber

einblenden:
ausblenden:
 Urheber:
Schwind, V, Autor
Knierim, P, Autor
Chuang, LL1, 2, 3, Autor           
Henze, N, Autor
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              

Inhalt

einblenden:
ausblenden:
Schlagwörter: -
 Zusammenfassung: 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

einblenden:
ausblenden:
Sprache(n):
 Datum: 2017-10
 Publikationsstatus: Erschienen
 Seiten: -
 Ort, Verlag, Ausgabe: -
 Inhaltsverzeichnis: -
 Art der Begutachtung: -
 Identifikatoren: DOI: 10.1145/3116595.3116596
BibTex Citekey: SchwindKCH2017
 Art des Abschluß: -

Veranstaltung

einblenden:
ausblenden:
Titel: ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)
Veranstaltungsort: Amsterdam, The Netherlands
Start-/Enddatum: -

Entscheidung

einblenden:

Projektinformation

einblenden:

Quelle 1

einblenden:
ausblenden:
Titel: ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)
Genre der Quelle: Konferenzband
 Urheber:
Schouten, B., Herausgeber
Markopoulos, P., Herausgeber
Toups, Z., Herausgeber
Cairns, P., Herausgeber
Bekker, T., Herausgeber
Affiliations:
-
Ort, Verlag, Ausgabe: New York, NY, USA : ACM Press
Seiten: - Band / Heft: - Artikelnummer: - Start- / Endseite: 507 - 515 Identifikator: ISBN: 978-1-4503-4898-0