Don't stand so close to me: investigating the effect of control on the appeal of virtual humans using immersion and a proximity-based behavioral task

Katja Zibrek, Elena Kokkinara, R. Mcdonnell
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引用次数: 28

Abstract

In recent years, there has been much research and media attention devoted to investigating virtual reality environments. In this paper, we are investigating if there are differences in how characters are perceived in immersive virtual reality as opposed to more common, screen-based environments. We were particularly interested if the spatial and immersive components play an important part in perception of interactive, game-like settings, where characters can either be controlled (avatars) or observed (agents). We focus on the subjective reports on perceived realism, affinity, co-presence and agency. Since appearance of the character is an important component of affinity, we introduced the changes in render style, ranging in three realism levels, to test if appearance would even further influence the perception in relation to control condition and platform. Furthermore, we adapted a behavioural method (proximity task) as a novel approach to establishing if behavioural changes could be recorded based on the introduced conditions and compared those values with the subjective reports of the participants. The conclusions have an important value to character design specific to platform and character control.
不要站得离我太近:使用沉浸和基于接近性的行为任务来调查控制对虚拟人吸引力的影响
近年来,有很多研究和媒体关注致力于调查虚拟现实环境。在本文中,我们将调查沉浸式虚拟现实中角色的感知方式与更常见的基于屏幕的环境是否存在差异。我们特别感兴趣的是,空间和沉浸式组件是否在互动性和游戏式设置的感知中扮演重要角色,角色可以被控制(化身)或观察(代理)。我们主要关注感知现实主义、亲和力、共同存在和代理的主观报告。由于角色的外观是亲和力的重要组成部分,我们引入了渲染风格的变化,分为三个现实主义级别,以测试外观是否会进一步影响与控制条件和平台相关的感知。此外,我们采用行为方法(接近任务)作为一种新的方法来确定是否可以根据引入的条件记录行为变化,并将这些值与参与者的主观报告进行比较。所得结论对平台特定的字符设计和字符控制具有重要的参考价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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