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abstract

I like to Move it: Investigating the Effect of Head and Body Movement of Avatars in VR on User's Perception

Published: 20 April 2018 Publication History

Abstract

Interacting with computer generated humans in virtual reality is becoming more popular with the current increase in accessibility of virtual reality head mounted displays and applications. However, simulating accurate behavior in computer generated humans remains a challenge. In this study, we tested the effects of full body behavior (Body Movement and Head Movement) in terms of viewers perception (comfortability with and realism of the computer generated human) using an animated computer generated human in virtual reality. Our findings imply the significant influence of body animation (excluding head animation) on both comfortability and realism of the computer generated human. 37.5% of the participants did not notice the exclusion of the head animation; implying the importance of body animations over head animations. Using the results, we derive guidelines on computer generated human design and realization as well as their influence on the viewer's perception. Finally, we discuss the constraints that should be taken into account when animating in virtual reality.

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Cited By

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  • (2024)Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversationsVirtual Reality10.1007/s10055-024-00941-028:1Online publication date: 22-Feb-2024
  • (2022)Full-Body Motion Recognition in Immersive- Virtual-Reality-Based ExergameIEEE Transactions on Games10.1109/TG.2021.306474914:2(243-252)Online publication date: Jun-2022
  • (2020)Examining Design Choices of Questionnaires in VR User StudiesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376260(1-21)Online publication date: 21-Apr-2020
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  1. I like to Move it: Investigating the Effect of Head and Body Movement of Avatars in VR on User's Perception

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    cover image ACM Conferences
    CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
    3155 pages
    ISBN:9781450356213
    DOI:10.1145/3170427
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 20 April 2018

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    Author Tags

    1. comfortability
    2. realism
    3. uncanny valley
    4. virtual reality

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    • Amplify project
    • SimTech Cluster of Excellence

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    CHI '18
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    CHI EA '18 Paper Acceptance Rate 1,208 of 3,955 submissions, 31%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    April 26 - May 1, 2025
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    Cited By

    View all
    • (2024)Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversationsVirtual Reality10.1007/s10055-024-00941-028:1Online publication date: 22-Feb-2024
    • (2022)Full-Body Motion Recognition in Immersive- Virtual-Reality-Based ExergameIEEE Transactions on Games10.1109/TG.2021.306474914:2(243-252)Online publication date: Jun-2022
    • (2020)Examining Design Choices of Questionnaires in VR User StudiesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376260(1-21)Online publication date: 21-Apr-2020
    • (2020)A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality ApplicationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.291260726:10(3089-3108)Online publication date: 1-Oct-2020
    • (2020)Cinemacraft: exploring fidelity cues in collaborative virtual world interactionsVirtual Reality10.1007/s10055-019-00382-024:1(53-73)Online publication date: 1-Mar-2020
    • (2019)Measuring and Understanding Photo Sharing Experiences in Social Virtual RealityProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300897(1-14)Online publication date: 2-May-2019

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