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I feel for my avatar: embodied perception in VEs

Published: 27 April 2013 Publication History

Abstract

Visual perception is dependent upon one's physical state. The apparent inclination of a hill is overestimated when the observer is carrying a heavy backpack. But, what if the hill is a virtual one and the user is about to navigate the virtual environment through an avatar? In a 2 (user with a backpack vs. user without the backpack) × 2 (avatar with a virtual backpack vs. avatar without a virtual backpack) × 2 (customized avatar vs. assigned avatar) between-subjects experiment (N = 121), participants estimated the hill as being steeper when using a customized avatar rather than an assigned one. When the avatar is encumbered by a heavy virtual backpack, those with a customized avatar perceived the virtual hill as being more difficult to climb. Avatar customization and the physical resources of the avatar (operationalized here in the form of a 'virtual' backpack) were found to be key predictors of embodied perception in virtual environments (VE). This has implications for the design of games and interventions that make use of VEs.

References

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Creem-Regehr, S. H., Gooch, A. A., Sahm, C. S., & Thompson, W. B. (2004). Perceiving Virtual Geographical Slant: Action Influences Perception. Journal of Experimental Psychology: Human Perception and Performance, Vol 30(5), Oct 2004, 811--821.
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Sundar, S. S., & Marathe, S. S. (2010). Personalization vs. customization: The importance of agency, privacy and power usage. Human Communication Research, 36, 298--322.
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Sundar, S. S. (2008). Self as source: Agency and customization in interactive media. In E. Konijn, S. Utz, M. Tanis, & S. Barnes (Eds.), Mediated interpersonal communication (pp. 58--74). New York: Routledge.

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    cover image ACM Conferences
    CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2013
    3550 pages
    ISBN:9781450318990
    DOI:10.1145/2470654
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 27 April 2013

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    Author Tags

    1. avatars
    2. customization
    3. embodied perception
    4. virtual worlds

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    CHI '13 Paper Acceptance Rate 392 of 1,963 submissions, 20%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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    Cited By

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    • (2024)The Impact of AI Avatar Appearance and Disclosure on User MotivationData Science and Artificial Intelligence10.1007/978-981-97-9793-6_10(142-155)Online publication date: 9-Nov-2024
    • (2023)That’s how I looked 25 years ago! Stereotypicality in avatars of a platform for further educationProceedings of Mensch und Computer 202310.1145/3603555.3608546(467-471)Online publication date: 3-Sep-2023
    • (2023)Am I Like Me? Avatar Self-similarity and Satisfaction in a Professional Training EnvironmentLearning and Collaboration Technologies10.1007/978-3-031-34411-4_26(384-400)Online publication date: 9-Jun-2023
    • (2022)The role of user perceptions of intelligence, anthropomorphism, and self-extension on continuance of use of personal intelligent agentsEuropean Journal of Information Systems10.1080/0960085X.2021.201836532:3(601-622)Online publication date: 26-Jan-2022
    • (2022) Subgroup formation in h uman – robot teams: A m ulti‐study mixed‐method approach with implications for theory and practice Journal of the Association for Information Science and Technology10.1002/asi.2462674:3(323-338)Online publication date: 10-Feb-2022
    • (2018)Any “Body” There? Avatar Visibility Effects in a Virtual Reality Game2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR.2018.8446229(17-24)Online publication date: Mar-2018
    • (2018)The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional ResponseIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.279462924:4(1643-1652)Online publication date: 1-Apr-2018
    • (2017)Virtuosos on the ScreenProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3026053(1935-1948)Online publication date: 2-May-2017
    • (2016)Virtual Psychology: An Overview of Theory, Research, and Future PossibilitiesHandbook on 3D3C Platforms10.1007/978-3-319-22041-3_11(293-307)Online publication date: 2016
    • (2015)Communication in virtual environmentsComputers in Human Behavior10.1016/j.chb.2015.05.03952:C(59-64)Online publication date: 1-Nov-2015
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