TY - GEN
T1 - Effects of volumetric capture avatars on social presence in immersive virtual environments
AU - Cho, Sung Ik
AU - Kim, Seung Wook
AU - Lee, Jong Min
AU - Ahn, Jeong Hyeon
AU - Han, Jung Hyun
N1 - Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) Grant funded by the Korea government (MSIT) (NRF- 2017M3C4A7066316 and No. NRF-2016R1A2B3014319).
Funding Information:
This work was supported by the National Research Foundation of Korea (NRF) Grant funded by the Korea government (MSIT) (NRF-2017M3C4A7066316 and No. NRF-2016R1A2B3014319).
Publisher Copyright:
© 2020 IEEE.
PY - 2020/3
Y1 - 2020/3
N2 - Recent advances in 3D reconstruction and tracking technologies have made it possible to volumetrically capture human body and performance at real time. In the field of human-computer interaction, however, no works have been reported on the user study made with such volumetric capture avatars. This paper investigates how the volumetric capture avatar affects users' sense of social presence in immersive virtual environments. In our experiments, the volumetric capture avatar of an actor is compared with the actor captured in 2D video and another 3D avatar obtained by pre-scanning the actor. The experiment results show that users have the highest sense of social presence with the volumetric capture avatar when performing dynamic tasks whereas they have higher sense of social presence with the volumetric capture avatar and 2D video than with the pre-scanned avatar when performing static tasks. These imply that the emerging volumetric capture techniques can be an attractive tool for mixed reality, telepresence, and many other 3D applications.
AB - Recent advances in 3D reconstruction and tracking technologies have made it possible to volumetrically capture human body and performance at real time. In the field of human-computer interaction, however, no works have been reported on the user study made with such volumetric capture avatars. This paper investigates how the volumetric capture avatar affects users' sense of social presence in immersive virtual environments. In our experiments, the volumetric capture avatar of an actor is compared with the actor captured in 2D video and another 3D avatar obtained by pre-scanning the actor. The experiment results show that users have the highest sense of social presence with the volumetric capture avatar when performing dynamic tasks whereas they have higher sense of social presence with the volumetric capture avatar and 2D video than with the pre-scanned avatar when performing static tasks. These imply that the emerging volumetric capture techniques can be an attractive tool for mixed reality, telepresence, and many other 3D applications.
KW - Human-centered computing
KW - Visualization
KW - Visualization application domains
KW - Visualization techniques
UR - http://www.scopus.com/inward/record.url?scp=85085523945&partnerID=8YFLogxK
U2 - 10.1109/VR46266.2020.1581170537418
DO - 10.1109/VR46266.2020.1581170537418
M3 - Conference contribution
AN - SCOPUS:85085523945
T3 - Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
SP - 26
EP - 34
BT - Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 27th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
Y2 - 22 March 2020 through 26 March 2020
ER -