Dyadic interactions with avatars in immersive virtual environments: high fiving

M. Young, J. Rieser, Bobby Bodenheimer
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引用次数: 15

Abstract

Collaborative immersive virtual environments allow the behavior of one user to be observed by other users. In particular, behavior of users in such an environment is represented by each user possessing a self-avatar, a digital representation of themself. In this study we examined dyadic interactions in a collaborative immersive virtual environment when both users were present in the same physical space. This collocation in physical space allows for physical interaction between users as well as virtual interaction. In the context of a common physical gesture, high fiving, we examined the question of whether the form of the self-avatar was important, and whether collocation in the physical world provided benefits or not. We find that the form of the avatar is important but that physical collocation is not. These results reinforce the growing body of evidence that indicates that having a full-body avatar in a virtual environment provides benefits, and these results are significant because they demonstrate this in the context of a dyadic interaction.
在沉浸式虚拟环境中与虚拟角色的双向互动:击掌
协作式沉浸式虚拟环境允许其他用户观察到一个用户的行为。特别是,用户在这种环境中的行为由每个拥有自我化身的用户来表示,这是他们自己的数字表示。在这项研究中,我们研究了当两个用户出现在同一个物理空间时,在协作沉浸式虚拟环境中的二元交互。这种在物理空间中的搭配允许用户之间的物理交互以及虚拟交互。在一个常见的肢体动作,击掌的背景下,我们研究了自我化身的形式是否重要,以及在物理世界中的搭配是否会带来好处。我们发现化身的形式很重要,但物理搭配并不重要。这些结果强化了越来越多的证据,表明在虚拟环境中拥有一个全身化身会带来好处,这些结果很重要,因为它们在二元互动的背景下证明了这一点。
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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