{"title":"Effects of first vs. third-person perspective and self- versus other-avatars on user movements in virtual reality","authors":"Andrea Stevenson Won , Shuo Zhou","doi":"10.1016/j.ijhcs.2024.103259","DOIUrl":null,"url":null,"abstract":"<div><p>Social science experiments in virtual reality (VR) frequently manipulate the perspective from which a user views an avatar and the identity of an avatar to change participant perceptions and attitudes. However, avatar embodiment may also influence physical behaviors—i.e., the way participants move—during the VR experience. For example, users may shift their position to align with avatars they see from a first-person perspective, a phenomenon known as the self-follower effect. We conducted a between-subjects, pre-registered study to understand how common techniques such as manipulating perspective and appearance might affect participant movements while in VR. We demonstrate that even when participants do not have agency over their avatars' movements, viewing avatar movements influences their own actions, whether these are viewed from the first <em>or</em> the third-person perspective. These phenomena hold potential as interventions to prompt participant movements in other contexts.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3000,"publicationDate":"2024-03-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581924000430","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Social science experiments in virtual reality (VR) frequently manipulate the perspective from which a user views an avatar and the identity of an avatar to change participant perceptions and attitudes. However, avatar embodiment may also influence physical behaviors—i.e., the way participants move—during the VR experience. For example, users may shift their position to align with avatars they see from a first-person perspective, a phenomenon known as the self-follower effect. We conducted a between-subjects, pre-registered study to understand how common techniques such as manipulating perspective and appearance might affect participant movements while in VR. We demonstrate that even when participants do not have agency over their avatars' movements, viewing avatar movements influences their own actions, whether these are viewed from the first or the third-person perspective. These phenomena hold potential as interventions to prompt participant movements in other contexts.
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
...