English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT

Released

Conference Paper

Embodied Interaction in Immersive Virtual Environments with Real Time Self-animated Avatars

MPS-Authors
/persons/resource/persons83891

Dodds,  TJ
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons84088

Mohler,  BJ
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons83877

de la Rosa,  S
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;
Project group: Cognitive Engineering, Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons84240

Streuber,  S
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons83839

Bülthoff,  HH
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Biological Cybernetics, Max Planck Society;

Fulltext (restricted access)
There are currently no full texts shared for your IP range.
Fulltext (public)
There are no public fulltexts stored in PuRe
Supplementary Material (public)
There is no public supplementary material available
Citation

Dodds, T., Mohler, B., de la Rosa, S., Streuber, S., & Bülthoff, H. (2011). Embodied Interaction in Immersive Virtual Environments with Real Time Self-animated Avatars. In A. Antle, P. Marshall, & E. van den Hoven (Eds.), Workshop Embodied Interaction: Theory and Practice in HCI at CHI 2011 (pp. 132-135). New York, NY, USA: ACM Press.


Cite as: https://hdl.handle.net/11858/00-001M-0000-0013-BBC8-A
Abstract
This paper outlines our recent research that is providing users with a 3D avatar representation, and in particular focuses on studies in which the avatar is self-animated in real time. We use full body motion tracking, so when participants move their hands and feet, these movements are mapped onto the avatar. In a recent study (Dodds et al., CASA 2010), we found that a self-animated avatar aided participants in a communication task in a head-mounted display immersive virtual environment (VE). From the perspective of communication, we discovered it was not only important for the person speaking to be self-animated, but also for the person listening to us. Further, we show the potential of immersive VEs for investigating embodied interaction, and highlight possibilities for future research.