Abstract:
With the increasing number of commercial and open-source platforms for networked, multiplayer virtual reality, it is easier than ever to set up a virtual space where peop...Show MoreMetadata
Abstract:
With the increasing number of commercial and open-source platforms for networked, multiplayer virtual reality, it is easier than ever to set up a virtual space where people from any geographic location can come together for shared immersive experiences, including live performance events. Very little UX research has been done on the specific needs of performers for such events. In this case study we explore how different types of avatars affect actors' experience of their own performance in VR. We observed that, counter-intuitively, more abstract avatars may make it easier for actors to connect with their character, although we also found that, with sufficient rehearsal, actors can learn to perform fluently through a wide variety of different kinds of avatars.
Published in: 2019 IEEE Games, Entertainment, Media Conference (GEM)
Date of Conference: 18-21 June 2019
Date Added to IEEE Xplore: 26 August 2019
ISBN Information: