TY - GEN
T1 - The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments
AU - McManus, Erin A.
AU - Bodenheimer, Bobby
AU - Streuber, Stephan
AU - De La Rosa, Stephan
AU - Bülthoff, Heinrich H.
AU - Mohler, Betty J.
PY - 2011
Y1 - 2011
N2 - Humans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of their own body and have little to no experience with other human avatars/characters. However, virtual characters and avatars are more often being used in immersive VEs. In a two-phase experiment, we investigated the impact of seeing an animated character or a self-avatar in a head-mounted display VE on task performance. In particular, we examined performance on three different behavioral tasks in the VE. In a learning phase, participants either saw a character animation or an animation of a cone. In the task performance phase, we varied whether participants saw a co-located animated self-avatar. Participants performed a distance estimation, an object interaction and a stepping stone locomotion task within the VE. We find no impact of a character animation or a self-avatar on distance estimates. We find that both the animation and the selfavatar influenced task performance which involved interaction with elements in the environment; the object interaction and the stepping stone tasks. Overall the participants performed the tasks faster and more accurately when they either had a self-avatar or saw a character animation. The results suggest that including character animations or self-avatars before or during task execution is beneficial to performance on some common interaction tasks within the VE. Finally, we see that in all cases (even without seeing a character or self-avatar animation) participants learned to perform the tasks more quickly and/or more accurately over time.
AB - Humans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of their own body and have little to no experience with other human avatars/characters. However, virtual characters and avatars are more often being used in immersive VEs. In a two-phase experiment, we investigated the impact of seeing an animated character or a self-avatar in a head-mounted display VE on task performance. In particular, we examined performance on three different behavioral tasks in the VE. In a learning phase, participants either saw a character animation or an animation of a cone. In the task performance phase, we varied whether participants saw a co-located animated self-avatar. Participants performed a distance estimation, an object interaction and a stepping stone locomotion task within the VE. We find no impact of a character animation or a self-avatar on distance estimates. We find that both the animation and the selfavatar influenced task performance which involved interaction with elements in the environment; the object interaction and the stepping stone tasks. Overall the participants performed the tasks faster and more accurately when they either had a self-avatar or saw a character animation. The results suggest that including character animations or self-avatars before or during task execution is beneficial to performance on some common interaction tasks within the VE. Finally, we see that in all cases (even without seeing a character or self-avatar animation) participants learned to perform the tasks more quickly and/or more accurately over time.
KW - Head mounted displays
KW - Immersive virtual environments
KW - Perception
KW - Virtual avatars
UR - http://www.scopus.com/inward/record.url?scp=84855645704&partnerID=8YFLogxK
U2 - 10.1145/2077451.2077458
DO - 10.1145/2077451.2077458
M3 - Conference contribution
AN - SCOPUS:84855645704
SN - 9781450308892
T3 - Proceedings - APGV 2011: ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
SP - 37
EP - 44
BT - Proceedings - APGV 2011
T2 - 8th Annual Symposium on Applied Perception in Graphics and Visualization, APGV 2011
Y2 - 27 August 2011 through 28 August 2011
ER -