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dc.contributor.author
 hal.structure.identifier
AMATO, Etienne Armand
107272 Dispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France [DICEN-IDF]
dc.contributor.author
 hal.structure.identifier
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorCHRISTMANN, Olivier
dc.contributor.authorGORISSE, Geoffrey
dc.date.accessioned2018
dc.date.available2018
dc.date.issued2017
dc.date.submitted2018
dc.identifier.issn2296-9144
dc.identifier.urihttp://hdl.handle.net/10985/13295
dc.description.abstractCurrent design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness
dc.language.isoen
dc.publisherFrontiers Media S.A
dc.rightsPost-print
dc.subjectVirtual Reality
dc.subjectFirst-person perspective
dc.subjectThird-person perspective
dc.subjectPresence
dc.subjectEmbodiment
dc.subjectPerformance
dc.titleFirst- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
dc.identifier.doi10.3389/frobt.2017.00033
dc.typdocArticle dans une revue avec comité de lecture
dc.localisationCentre de Angers
dc.localisationInstitut de Laval
dc.subject.halSciences de l'Homme et Société: Sciences de l'information et de la communication
ensam.audienceInternationale
ensam.page12
ensam.journalFrontiers in Robotics and AI
ensam.volume4
ensam.issueArticle 33
ensam.peerReviewingOui
hal.identifierhal-01826360
hal.version1
hal.statusaccept
dc.identifier.eissn2296-9144


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