First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
AMATO, Etienne Armand
Dispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France [DICEN-IDF]
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Dispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France [DICEN-IDF]
AMATO, Etienne Armand
Dispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France [DICEN-IDF]
< Leer menos
Dispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France [DICEN-IDF]
Idioma
en
Article de revue
Este ítem está publicado en
Frontiers in Robotics and AI. 2017, vol. 4, n° Article 33, p. 12
Frontiers Media S.A.
Resumen en inglés
Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the ...Leer más >
Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness< Leer menos
Palabras clave en inglés
Performance
Virtual Reality
First-person perspective
Third-person perspective
Presence
Embodiment
Orígen
Importado de HalCentros de investigación