Auflistung nach Schlagwort "virtual embodiment"
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- 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.
- WorkshopbeitragUtilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality(Mensch und Computer 2019 - Workshopband, 2019) Kocur, Martin; Schwind, Valentin; Henze, NielsVirtual Reality (VR) allows us to perceive the world through any possible embodiment – the avatar. Behavioral changes due to the strong bond between the user and the virtual avatar is known as Proteus Effect. Previous work found that the Proteus Effect occurs when characteristics of the appearance are associated with knowledge and experiences gained by anticipated entities or stereotypes. Based on the findings that the Proteus Effect can trigger behavioral changes, we hypothesize that the appearance of an avatar in VR can be manipulated in a way that users will perform tasks better than they would perform them using their real or any casual embodiment. As one of the most important human behavioral characteristics is exerting force, we are planning to conduct a study investigating if muscular or wispy avatars are able to change physical forces of the physical self. Our hypothesis is that people will apply more force when they interact in a more powerful-looking appearance. An effect would have far-reaching consequences and implications for the interactions with avatars in HCI and VR.