2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019
DOI: 10.1109/vr.2019.8798043
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Cited by 25 publications
(30 citation statements)
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References 41 publications
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“…For example, by knowing that participants did not pay much attention to their motion when performing locomotion tasks, developers might consider making participants focus more on the virtual environment instead of the self-avatar, and excluding from their virtual environments narrow passes and obstacles that might make the users focus on their virtual bodies. Moreover, useful consideration can be made when conducting virtual reality experiments in which the participants were asked to perform locomotive tasks [56]. We also believe that this study makes an important contribution to the virtual reality community by confirming that self-motion and specifically the artifacts that can possibly augment the baseline motion provided by the motion capture device have an important impact on self-agency and consequently on embodiment.…”
Section: Discussionsupporting
confidence: 60%
“…For example, by knowing that participants did not pay much attention to their motion when performing locomotion tasks, developers might consider making participants focus more on the virtual environment instead of the self-avatar, and excluding from their virtual environments narrow passes and obstacles that might make the users focus on their virtual bodies. Moreover, useful consideration can be made when conducting virtual reality experiments in which the participants were asked to perform locomotive tasks [56]. We also believe that this study makes an important contribution to the virtual reality community by confirming that self-motion and specifically the artifacts that can possibly augment the baseline motion provided by the motion capture device have an important impact on self-agency and consequently on embodiment.…”
Section: Discussionsupporting
confidence: 60%
“…We believe that an extensive investigation of the correlation between subjective and objective data is important in order to more effectively understand the way in which users perceive interaction with virtual characters. For this reason, we plan to further investigate the effects of haptic feedback during close interaction (bumps, virtual hugs, collision avoidance, etc.) with virtual characters with variations in their appearance and motion .…”
Section: Discussionmentioning
confidence: 99%
“…2In contrast, the Display System has an influence on the PS preferences of an active, i.e., moving user. For HMD-based collision avoidance tasks, Mousas et al found that a body avatar as permanent reference frame leads to longer walking routes of the subjects compared to the avatar's absence [31]. They concluded that the avatar raises the subjects awareness of the environment and thus the danger of a potential collision.…”
Section: Discussionmentioning
confidence: 99%
“…However, in dynamic HMD scenarios, the presence of a body avatar should be carefully considered (cf. [31]). (2) Proxemic behavior of VAs designed for CAVE environments can be used in HMD settings as well.…”
Section: Discussionmentioning
confidence: 99%
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