Auflistung nach Schlagwort "Proteus effect"
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- KonferenzbeitragPhysiological and Perceptual Effects of Avatars' Muscularity while Rowing in Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Kocur, Martin; Noack, Thomas; Schwind, Valentin; Bogon, Johanna; Henze, NielsVirtual reality enables embodying different avatars. Coined the Proteus effect, previous work found that the visual characteristics of an avatar can cause behavioral, attitudinal, and perceptual effects. Recent work suggests that avatars’ muscularity can even have physiological effects while cycling in virtual reality. As the effects have not been replicated it is, however, unclear how robust they are and if effects are limited to specific activities, such as cycling. Therefore, we conducted a study to understand if avatars’ muscularity also causes physiological and perceptual effects for other tasks and if the effects can be replicated. 16 participants embodied a muscular and a non-muscular avatar while rowing on an indoor rower. We found that over time participants’ heart rates increased significantly slower when embodying a muscular avatar compared to a non-muscular avatar. While not significant, descriptive statistics suggest the same trend for perceived exertion. Overall, the results confirm previous findings and support the conclusion that avatars can cause physiological effects for a range of physical activities.
- WorkshopbeitragTowards an Investigation of Avatars’ Sweat Effects during Physical Exertion in Virtual Reality(Mensch und Computer 2021 - Workshopband, 2021) Kocur, Martin; Henze, Niels; Schwind, ValentinAn avatar’s athletic appearance can affect users’ perceptual and physiological responses to physical exertion in virtual reality (VR). Although sweating during physical effort is a natural human response, it is currently unknown whether and how visualizing sweat on an avatar’s skin affects the user while exercising in VR. Therefore, we plan to conduct a study with 30 participants to explore the impact of an avatar’s sweating on users’ physical performance and perception of effort while cycling in VR. We expect that visualizing sweat increases the perceived effort and decreases physical performance as sweating is associated with physical strain and fatigue. Hence, we assume that the avatars’ sweat could contribute to a more vivid and realistic VR exercise experience on the one hand, but also result in adverse effects on the users’ physical performance on the other.
- WorkshopbeitragTowards an Investigation of Embodiment Time in Virtual Reality(Mensch und Computer 2020 - Workshopband, 2020) Kocur, Martin; Roth, Daniel; Schwind, ValentinVirtual Reality (VR) allows us to embody any possible appearance using avatars. Previous work found that the visual appearance of an avatar can affect the user’s behavior – a phenomenon known as the Proteus effect. The illusory feeling of owning a virtual avatar – the body ownership illusion – modulates the Proteus effect. Prior investigations revealed that the time of how long users embody an avatar can affect the extent of the body ownership illusion, however, it is currently unknown whether and how behavioral changes caused by the Proteus effect are moderated by the embodiment time. Therefore, we are planning to conduct a study with 30 participants where we induce the Proteus effect using avatars of different perceived ages to evaluate the effect of embodiment time on walking speed. We hypothesize that the longer users embody an elderly avatar, the slower they will walk in VR. In this proposal, we suggest a study design to evaluate the effect of embodiment time on the body ownership illusion and behavioral changes caused by the Proteus effect in VR.