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Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments

Communication avec acte
Auteur
DUBOSC, Charlotte
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
GORISSE, Geoffrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
CHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
FLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
POINSOT, Killian
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/21017
DOI
10.1109/VRW52623.2021.00101
Date
2021

Résumé

Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters controlled in real time) allowing them to interact with each other. We report a study investigating the impact on social presence of both non-human avatars’ facial properties and of the type of collaborative task being performed by the users (asymmetric collaboration versus negotiation). While we observed no significant impact of facial properties, both co-presence and perceived message understanding scores were significantly higher during the negotiation task.

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Nom:
LAMPA_IEEE_2021_DUBOSC
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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Documents liés

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  • Effect of Avatar Anthropomorphism on Body Ownership, Attractiveness and Collaboration in Immersive Virtual Environments 
    Communication avec acte
    GORISSE, Geoffrey; DUBOSC, Charlotte; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (The Eurographics Association, 2020)
    Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism ...
  • Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments 
    Article dans une revue avec comité de lecture
    DUBOSC, Charlotte; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (Elsevier BV, 2021)
    Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial ...
  • Visualizing the invisible: User-centered design of a system for the visualization of flows and concentrations of particles in the air 
    Article dans une revue avec comité de lecture
    CHRISTMANN, Olivier; FLEURY, Sylvain; MIGAUD, Jérôme; RAIMBAULT, Vincent; POUSSARD, Benjamin; GUITTER, Thibaut; GORISSE, Geoffrey; RICHIR, Simon (SAGE Publications, 2022)
    This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers ...
  • CRUX : A CReativity and User eXperience Model 
    Article dans une revue avec comité de lecture
    FLEURY, Sylvain; VANUKURU, Rishi; POINSOT, Killian; MILLE, Charles; AGNES, Aurélien; RICHIR, Simon (Taylor & Francis (Routledge), 2021)
    The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user ...
  • First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users 
    Article dans une revue avec comité de lecture
    GORISSE, Geoffrey; CHRISTMANN, Olivier; AMATO, Etienne Armand; RICHIR, Simon (Frontiers Media S.A, 2017)
    Current 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 ...

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