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The effect of avatar model in stepping off a ledge in an immersive virtual environment

Published: 13 September 2015 Publication History

Abstract

Animated digital self-representations of the user in an immersive virtual environment, a self-avatar, have been shown to aid in perceptual judgments in the virtual environment and to provide critical information for people deciding what actions they can and cannot take. In this paper we explore whether the form of the self-avatar is important in providing this information. In particular, we vary the form of a self-avatar between having no self-avatar, a simple line-based skeleton avatar, or a full-body, gender-matched self-avatar and examine whether the form of the self-avatar affects peoples judgments in whether they could or could not step off of a virtual ledge. Our results replicate prior work that shows that having a self-avatar provides critical information for this judgment, but finds no difference in the form of the self-avatar having an effect on the judgment.

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Cited By

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  • (2023)A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted DisplaysIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324707229:5(2596-2606)Online publication date: May-2023
  • (2023)From virtual to physical environments when judging action opportunities: are diagnostics and trainings transferable?Virtual Reality10.1007/s10055-023-00765-427:3(1697-1715)Online publication date: 15-Feb-2023
  • (2022)Impact of Full-Body Avatars in Immersive Multiplayer Virtual Reality Training for Police ForcesIEEE Transactions on Games10.1109/TG.2022.314879114:4(706-714)Online publication date: Dec-2022
  • Show More Cited By

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    cover image ACM Conferences
    SAP '15: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception
    September 2015
    139 pages
    ISBN:9781450338127
    DOI:10.1145/2804408
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 13 September 2015

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    Author Tags

    1. head-mounted displays
    2. virtual avatar
    3. virtual environments
    4. virtual reality (VR)

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    • Short-paper

    Funding Sources

    • National Science Foundation

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    SAP '15
    Sponsor:
    SAP '15: ACM Symposium on Applied Perception 2015
    September 13 - 14, 2015
    Tübingen, Germany

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    Overall Acceptance Rate 43 of 94 submissions, 46%

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    Cited By

    View all
    • (2023)A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted DisplaysIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324707229:5(2596-2606)Online publication date: May-2023
    • (2023)From virtual to physical environments when judging action opportunities: are diagnostics and trainings transferable?Virtual Reality10.1007/s10055-023-00765-427:3(1697-1715)Online publication date: 15-Feb-2023
    • (2022)Impact of Full-Body Avatars in Immersive Multiplayer Virtual Reality Training for Police ForcesIEEE Transactions on Games10.1109/TG.2022.314879114:4(706-714)Online publication date: Dec-2022
    • (2021)The Impact of Avatar Appearance, Perspective and Context on Gait Variability and User Experience in Virtual Reality2021 IEEE Virtual Reality and 3D User Interfaces (VR)10.1109/VR50410.2021.00055(326-335)Online publication date: Mar-2021
    • (2021)The Effects of Visual Backgrounds in the Virtual Environments on the Postural Stability of StandingIEEE Transactions on Neural Systems and Rehabilitation Engineering10.1109/TNSRE.2021.308702129(1129-1137)Online publication date: 2021
    • (2020)Do You Feel Like Passing Through Walls?: Effect of Self-Avatar Appearance on Facilitating Realistic Behavior in Virtual EnvironmentsProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376562(1-14)Online publication date: 21-Apr-2020
    • (2020)The Role of Viewing Distance and Feedback on Affordance Judgments in Augmented Reality2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR46266.2020.00112(922-929)Online publication date: Mar-2020
    • (2020)A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality ApplicationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.291260726:10(3089-3108)Online publication date: 1-Oct-2020
    • (2019)Mind the Gap: Gap Affordance Judgments of Children, Teens, and Adults in an Immersive Virtual EnvironmentFrontiers in Robotics and AI10.3389/frobt.2019.000966Online publication date: 15-Oct-2019
    • (2019)The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping gameProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3341829(1-5)Online publication date: 26-Aug-2019
    • Show More Cited By

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