Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2019
DOI: 10.1145/3311350.3347172
|View full text |Cite
|
Sign up to set email alerts
|

Beyond Human

Abstract: Figure 1. We explore the potential of nonhuman avatars in VR games. The evaluation of our three escape room games for different animal types reveals that players enjoy the control over additional body parts, as such morphologies allow novel, refreshing interactions and enable superhuman abilities. ABSTRACTVirtual reality setups are particularly suited to create a tight bond between players and their avatars up to a degree where we start perceiving the virtual representation as our own body. We hypothesize that… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
8
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 38 publications
(8 citation statements)
references
References 62 publications
0
8
0
Order By: Relevance
“…These experiences use a virtual avatar to provide the user with an alternate perspective; the user occupies a foreign body within a contextualised virtual space. This contributes to what has been described as the illusion of body ownership, where people become connected to their virtual avatar and begin to perceive space-time through that body (Krekhov et al, 2019). This sense of embodiment is comprised of a sense of self-location, a sense of agency and a sense of body ownership (Bertrand et al, 2018).…”
Section: Experience Moves Across Thresholdmentioning
confidence: 92%
“…These experiences use a virtual avatar to provide the user with an alternate perspective; the user occupies a foreign body within a contextualised virtual space. This contributes to what has been described as the illusion of body ownership, where people become connected to their virtual avatar and begin to perceive space-time through that body (Krekhov et al, 2019). This sense of embodiment is comprised of a sense of self-location, a sense of agency and a sense of body ownership (Bertrand et al, 2018).…”
Section: Experience Moves Across Thresholdmentioning
confidence: 92%
“…Finally, structural dissimilarities, which disrupt the mapping between users' motor control and avatars' movements, have been reported to decrease the level of agency [63,126]. In contrast, several studies also reported that diverse structural dissimilarities could elicit levels of agency comparable to avatars without structural dissimilarities [5,43,55]. Such results were obtained with avatars either presenting dissimilarities in terms of: structural proportions (e.g.…”
Section: Impact Of Dissimilar Avatars On the Sense Of Agencymentioning
confidence: 99%
“…Interaction techniques are at the core of most of VR applications, they define the influence that a user can have on the VE and impact both objective (e.g., performance [5,72] or cognitive load [99]) and subjective (i.e., embodiment [1] or hedonic qualities [55,88]) aspects of the user experience. Gesture based direct manipulation is a class of interaction allowing users to interact with the VE in a similar way that they would do in the real-world, for example using hand gestures to grasp objects [5,94], or walking [1] in order to navigate in the VE.…”
Section: Augmenting Users Interaction Abilitiesmentioning
confidence: 99%
See 1 more Smart Citation
“…Still other work has focused on non-humanoid bodies (e.g., [15,14,31]). For instance, Steptoe et al [31] explored ownership over an additional appendage -a tail.…”
Section: Avatars That Differ From Users' Bodiesmentioning
confidence: 99%