• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Toward Understanding the Impact of a Biomimetic Virtual Hand on Behavior and Embodiment in Virtual Reality

Communication sans acte
Author
LEFROU, Titouan
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
LEFEUVRE, Théo
419153 Centre Inria de l'Université de Rennes
DUFRESNE, Florian
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
DUBOSC, Charlotte
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccCHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccGORISSE, Geoffrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/26286
Date
2024-10-29

Abstract

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 latter concept refers to the interaction possibilities suggested by the environment, as perceived from the capabilities of the user's avatar. VR offers the unique potential of allowing non-anthropomorphic embodiment, enabling new interaction modalities. In this context, we propose to explore the possibilities offered by wildlife inspired avatars. We designed a chimeric avatar providing new interaction possibilities and developed an experiment to assess the effect of embodying a giant crab claw compared to a regular hand on participants' sense of embodiment and behavior when interacting in the virtual environment. This study is a work in progress and will inform designers about the potential of biomimetic avatars to shape user behaviors while supporting embodiment in VR.

Files in this item

Name:
LAMPA_JF XR_2024_LEFROU.pdf
Size:
5.267Mb
Format:
PDF
View/Open

Collections

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

Related items

Showing items related by title, author, creator and subject.

  • Understanding the Impact of Coherence between Virtual Representations and Possible Interactions on Embodiment in VR: an Affordance Perspective 
    Communication avec acte
    DUFRESNE, Florian; ccDUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier (ACM, 2024-05-11)
    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, ...
  • 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 ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales