Does the avatar embodiment moderate the Proteus effect?

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Louise Dupraz , Marine Beaudoin , Michel Guerraz , Julien Barra
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引用次数: 0

Abstract

The Proteus effect refers to the tendency for individuals to conform to the stereotypes related to the visual characteristics of the avatar used in a virtual environment. If the phenomenon has been widely observed, underlying mechanisms (e.g., self-perception, priming) and moderation factors, such as avatar embodiment, need confirmation. The sense of embodiment emerges when the properties of the avatar are processed in the same way as the properties of the biological body. The objective of the present study was, first, to investigate the effect of avatar embodiment on the Proteus effect related to the influence of an elderly avatar on motor imagery, and second, to examine the extent to which this relationship is explained by a change in self-perception. In two virtual reality studies, the agency and the self-location components of embodiment were manipulated through visuo-motor synchronization and visual perspective respectively. The time required to perform motor imagery displacements while being embodied (visuo-motor synchrony and first-person perspective) or not (visuo-motor asynchrony and/or third-person perspective) in an elderly avatar was measured. The results showed that the Proteus effect was not stronger the more participants embodied the elderly avatar, which does not support that embodiment moderates the Proteus effect. Moreover, analyses did not confirm that change in explicit self-perception mediates the relationship between embodiment and the Proteus effect. The Proteus effect is discussed in the light of the avatar identification process and the active-self account: crossover between these mechanisms could offer new insights into understanding the influence of avatars on individuals’ behavior.

化身是否能缓和普洛特斯效应?
普洛特斯效应是指个人倾向于遵从与虚拟环境中使用的化身的视觉特征相关的刻板印象。如果这一现象已被广泛观察到,那么其背后的机制(如自我感知、诱导)和调节因素(如化身的体现)就需要得到证实。当虚拟化身的属性与生物身体的属性以同样的方式被处理时,就会产生 "化身感"。本研究的目的首先是调查虚拟化身对与老年虚拟化身对运动意象的影响有关的普罗蒂斯效应的影响,其次是研究这种关系在多大程度上可以用自我感知的变化来解释。在两项虚拟现实研究中,分别通过视觉-运动同步和视觉视角操纵了化身的代理和自我定位部分。研究测量了在一个老年化身中进行运动图像位移(视觉-运动同步和第一人称视角)或不进行运动图像位移(视觉-运动不同步和/或第三人称视角)所需的时间。结果表明,普洛特斯效应并不是参与者越多地化身为老人,普洛特斯效应就越强,这并不证明化身会调节普洛特斯效应。此外,分析结果也没有证实显性自我认知的变化是体现与普洛特斯效应之间关系的中介。我们将根据化身识别过程和主动自我账户对普洛特斯效应进行讨论:这些机制之间的交叉可以为理解化身对个人行为的影响提供新的见解。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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