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Understanding the Impact of Coherence between Virtual Representations and Possible Interactions on Embodiment in VR: an Affordance Perspective

Communication avec acte
Auteur
DUFRESNE, Florian
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccDUBOSC, Charlotte
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccGORISSE, Geoffrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccCHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/26282
DOI
10.1145/3613905.3650752
Date
2024-05-11

Résumé

The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience of embodying an avatar. The perception of avatars significantly influences users’ behaviour based on stereotypes, a phenomenon known as the Proteus effect. Moreover, understanding how virtual representations suggest possibilities for action (affordances) has attracted considerable attention in the human-computer interaction community. The aesthetic features of avatars may thus signify false affordances, conflicting with users’ expectations and impacting perceived plausibility, presence and embodiment. To explore this topic, this research focuses on the perception of virtual hands, comparing ghost-like and gloved representations by leveraging their affordances. This paper presents a preliminary assessment of avatar-related affordances, and the protocol of the follow-up VR experiment. Our future contribution lies in a documented study on the coherence between user representation, suggested affordances and actual agency, aiming to inform designers and researchers on how it could enhance VR qualia.

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Documents liés

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  • Toward Understanding the Impact of a Biomimetic Virtual Hand on Behavior and Embodiment in Virtual Reality 
    Communication sans acte
    LEFROU, Titouan; LEFEUVRE, Théo; DUFRESNE, Florian; DUBOSC, Charlotte; ccCHRISTMANN, Olivier; ccGORISSE, Geoffrey (2024-10-29)
    Embodied representations are known to impact user behavior in Virtual Reality (VR) through stereotypes associated with their appearance, a phenomenon known as the Proteus effect, or through perceived affordances. This ...
  • Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality 
    Article dans une revue avec comité de lecture
    DUFRESNE, Florian; DUBOSC, Charlotte; ccLEFROU, Titouan; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers (IEEE), 2025-03-07)
    The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on ...
  • REC: A Unity Tool to Replay, Export and Capture Tracked Movements for 3D and Virtual Reality Applications 
    Communication avec acte
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; DUBOSC, Charlotte (Association of Computing Machinery, 2022-06-06)
    We present REC, a Unity open-source tool for developers and researchers to record, export and replay the movements of virtual reality users and virtual characters. Recording both real-time body tracking and animations, ...
  • 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
    ccDUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, 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 ...
  • Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments 
    Communication avec acte
    DUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, Simon (IEEE, 2021)
    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 ...

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