Auflistung nach Schlagwort "co-presence"
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- KonferenzbeitragEffects of Avatar Appearance and Locomotion on Co-Presence in Virtual Reality Collaborations(Mensch und Computer 2021 - Tagungsband, 2021) Freiwald, Jann Philipp; Schenke, Julius; Lehmann-Willenbrock, Nale; Steinicke, FrankIn this paper we share the results of a user study designed to investigate the impact of locomotion techniques and avatar appearances in multi-user virtual reality (VR) settings. In our study we compared continuous joystick-based and non-continuous teleportation-based locomotion with regards to the observer’s perceived co-presence, cybersickness, fairness and enjoyment in a competitive game environment. Likewise, we compared the effects of humanoid and abstract avatar appearances. The results revealed significant effects of the locomotion type on perceived co-presence and subjective fairness, such that continuous locomotion yielded significantly higher perceived co-presence and fairness. However, there were no significant differences between the avatar appearances except for a weak positive effect of realistic avatars on mutual awareness. These findings suggest that a greater emphasis should be put on the visual representation of teleportation-based navigation in multi-user VR, for instance, by animating positional transitions. They further suggest that a distinction for the effect of avatar appearance has to be made based on the context of the multi-user VR application. While previous work showed a positive effect of realistic avatars on co-presence during cooperative tasks, we found no such effect in a competitive setting.
- KonferenzbeitragThe effects of consultant avatar size and dynamics on customer trust in online consultations(Mensch und Computer 2020 - Tagungsband, 2020) Brown, Gordon; Prilla, MichaelThis study investigates the impact of avatars on interactions between customers and consultants in remote, online consultations supported by Augmented Reality (AR). Based on past research, we were interested whether the appearance of an avatar and its dynamics affect important factors for online consultations such as social presence, trust in the consultant and perceived customer satisfaction. In particular, we chose avatar size and dynamics (movement/gaze) to compare different avatars in a 2x2 experiment, in which customers wear AR head mounted devices to consult a remotely located consultant in a mock furniture consultation session. Our results show no significant differences in trust and satisfaction, but significantly different levels of perceived social presence for life-sized, dynamic avatars as well as significantly higher co-presence for all life-sized avatars. Additional data from interviews with the participants revealed a clear preference for dynamic avatars over static ones. Based on an analysis of these findings, we make design recommendations and suggest directions for future research.