2022
DOI: 10.3389/frvir.2022.1031093
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Does distance matter? Embodiment and perception of personalized avatars in relation to the self-observation distance in virtual reality

Abstract: Virtual reality applications employing avatar embodiment typically use virtual mirrors to allow users to perceive their digital selves not only from a first-person but also from a holistic third-person perspective. However, due to distance-related biases such as the distance compression effect or a reduced relative rendering resolution, the self-observation distance (SOD) between the user and the virtual mirror might influence how users perceive their embodied avatar. Our article systematically investigates th… Show more

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Cited by 10 publications
(6 citation statements)
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“…Moreover, an avatar's holistic characterization can be altered by the context in which it is presented. For example, the sense of an avatar "self-similarity" (also named truthfulness) can be altered by how the user visually attend the avatar [120]. Hence, given its subjective nature a holistic description can be seen as a probability for a given avatar to be associated with the target concept, which is similar to some previous descriptions of subjective concepts in VR [105].…”
Section: Holistic Characterization Of Dissimilar Avatarsmentioning
confidence: 93%
“…Moreover, an avatar's holistic characterization can be altered by the context in which it is presented. For example, the sense of an avatar "self-similarity" (also named truthfulness) can be altered by how the user visually attend the avatar [120]. Hence, given its subjective nature a holistic description can be seen as a probability for a given avatar to be associated with the target concept, which is similar to some previous descriptions of subjective concepts in VR [105].…”
Section: Holistic Characterization Of Dissimilar Avatarsmentioning
confidence: 93%
“…3, right). Following Wolf et al [66], we kept the distance to the mirror around 1.7 m, where no distance-related influence is expected. Participants could control their avatar's fingers using the touch sensors of the controllers.…”
Section: Embodimentmentioning
confidence: 99%
“…The VR system consisted of a Valve Index Head-Mounted Display (HMD) [74] and two Valve Index controllers (Knuckles) tracked by three SteamVR Base Stations 2.0. The cable-bound HMD provided a resolution of 1440 × 1600 px per eye, a refresh rate of 144 Hz, and a total field of view of 109.4 × 114.1 • [80]. It was driven by a highend gaming PC with an Intel Core i7-9700K, an Nvidia RTX2080 TI, and 32 GB RAM running Windows 10.…”
Section: Technical Systemmentioning
confidence: 99%
“…1). Following the guidelines for mirror placement by Wolf et al [80], the participants' position was determined by rendering a position marker on the floor at a distance of 1.5 m in front of the mirror. Left to the mirror, we added a whiteboard to display experimental instructions.…”
Section: Virtual Environmentmentioning
confidence: 99%