Abstract:
The use of first-person self-avatars in immersive virtual environments (VEs) has grown over recent years. It is unknown, however, how visual feedback from a self-avatar i...Show MoreMetadata
Abstract:
The use of first-person self-avatars in immersive virtual environments (VEs) has grown over recent years. It is unknown, however, how visual feedback from a self-avatar influences a user's online actions and subsequent calibration of actions within an immersive VE. The current paper uses a prism throwing adaptation paradigm to test the role of a self-avatar arm or full body on action calibration in a VE. Participants' throwing accuracy to a target on the ground was measured first in a normal viewing environment, then with the visual field rotated clockwise about their vertical axis by 17° (prism simulation), and then again in the normal viewing environment with the prism distortion removed. Participants experienced either no-avatar, a first-person avatar arm and hand, or a first-person full body avatar during the entire experimental session, in a between-subjects manipulation. Results showed similar throwing error and adaptation during the prism exposure for all conditions, but a reduced aftereffect (displacement with respect to the target in the opposite direction of the prism-exposure) when the avatar arm or full body was present. The results are discussed in the context of how an avatar can provide a visual frame of reference to aid in action calibration.
Published in: 2017 IEEE Virtual Reality (VR)
Date of Conference: 18-22 March 2017
Date Added to IEEE Xplore: 06 April 2017
ISBN Information:
Electronic ISSN: 2375-5334