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Keep my head on my shoulders!: why third-person is bad for navigation in VR

Published: 28 November 2018 Publication History

Abstract

Head-Mounted Displays are useful to place users in virtual reality (VR). They do this by totally occluding the physical world, including users' bodies. This can make self-awareness problematic. Indeed, researchers have shown that users' feeling of presence and spatial awareness are highly influenced by their virtual representations, and that self-embodied representations (avatars) of their anatomy can make the experience more engaging. On the other hand, recent user studies show a penchant towards a third-person view of one's own body to seemingly improve spatial awareness. However, due to its unnaturality, we argue that a third-person perspective is not as effective or convenient as a first-person view for task execution in VR. In this paper, we investigate, through a user evaluation, how these perspectives affect task performance and embodiment, focusing on navigation tasks, namely walking while avoiding obstacles. For each perspective, we also compare three different levels of realism for users' representation, specifically a stylized abstract avatar, a mesh-based generic human, and a real-time point-cloud rendering of the users' own body. Our results show that only when a third-person perspective is coupled with a realistic representation, a similar sense of embodiment and spatial awareness is felt. In all other cases, a first-person perspective is still better suited for navigation tasks, regardless of representation.

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cover image ACM Conferences
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
November 2018
570 pages
ISBN:9781450360869
DOI:10.1145/3281505
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 the author(s) 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: 28 November 2018

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Author Tags

  1. augmented reality
  2. avatar
  3. embodiment
  4. full-body tracking
  5. travel
  6. virtual reality

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Overall Acceptance Rate 66 of 254 submissions, 26%

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  • (2024)Evaluating Plausible Preference of Body-Centric Locomotion using Subjective Matching in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00124(1054-1064)Online publication date: 16-Mar-2024
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