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hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorGORISSE, Geoffrey
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorCHRISTMANN, Olivier
hal.structure.identifierDispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France [DICEN-IDF]
dc.contributor.authorAMATO, Etienne Armand
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorRICHIR, Simon
dc.date.accessioned2021-05-14T09:47:10Z
dc.date.available2021-05-14T09:47:10Z
dc.date.issued2017
dc.identifier.issn2296-9144
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/77052
dc.description.abstractEnCurrent 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
dc.language.isoen
dc.publisherFrontiers Media S.A.
dc.subject.enPerformance
dc.subject.enVirtual Reality
dc.subject.enFirst-person perspective
dc.subject.enThird-person perspective
dc.subject.enPresence
dc.subject.enEmbodiment
dc.title.enFirst- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
dc.typeArticle de revue
dc.identifier.doi10.3389/frobt.2017.00033
dc.subject.halSciences de l'Homme et Société/Sciences de l'information et de la communication
bordeaux.journalFrontiers in Robotics and AI
bordeaux.page12
bordeaux.volume4
bordeaux.hal.laboratoriesInstitut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295*
bordeaux.issueArticle 33
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionBordeaux INP
bordeaux.institutionCNRS
bordeaux.institutionINRAE
bordeaux.institutionArts et Métiers
bordeaux.peerReviewedoui
hal.identifierhal-01826360
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01826360v1
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