Effect of Observing a Virtual Double on Paranoia in Social Virtual Environments: Experiment Preliminary Presentation
Communication avec acte
Date
2019Résumé
We present an experiment designed to investigate whether seeing a virtual double performing an action in a social context can impact participants’ psychological state. With the help of a 3D scanning process, we are interested in exposing participants suffering from moderate paranoid thinking to a ubiquitous social situation where they see their virtual double carry out a social interaction task, in order to observe if this can reduce anxiety and paranoia levels prior to carrying out the task themselves.
Fichier(s) constituant cette publication
Cette publication figure dans le(s) laboratoire(s) suivant(s)
Documents liés
Visualiser des documents liés par titre, auteur, créateur et sujet.
-
Article dans une revue avec comité de lecture
GORISSE, Geoffrey; WELLENREITER, Simon;
FLEURY, Sylvain; L´ECUYER, Anatole;
RICHIR, Simon;
CHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)
Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ... -
Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review Communication avec acteHOUZANGBE, Samory;
CHRISTMANN, Olivier;
GORISSE, Geoffrey;
RICHIR, Simon (ACM, New York, NY, USA, 2018)
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low ... -
Article dans une revue avec comité de lecture
GORISSE, Geoffrey;
CHRISTMANN, Olivier;
HOUZANGBE, Samory;
RICHIR, Simon (Frontiers Media S.A, 2019)
This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns ... -
Communication avec acteHOUZANGBE, Samory;
CHRISTMANN, Olivier;
GORISSE, Geoffrey;
RICHIR, Simon (ACM, New York, NY, USA, 2018)
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a ... -
Article dans une revue avec comité de lectureLes sentiments de présence et d’incarnation sont deux dimensions centrales de l’expérience utilisateur en environnement virtuel immersif. Suite à une revue de littérature portant sur ces deux concepts, nous en proposons ...
