The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response

The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response
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DOI:
10.1109/tvcg.2018.2794629
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发表时间:
2018-04-01
影响因子:
5.2
通讯作者:
Latoschik, Marc Erich
Latoschik, Marc Erich
中科院分区:
计算机科学1区
文献类型:
--
作者:
Waltemate, Thomas;Gall, Dominik;Latoschik, Marc Erich

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本文报道的个性化程度和个性化的用户的化身的影响,以及沉浸度的影响,典型的心理物理因素体现在虚拟环境。我们调查了虚拟身体所有权(包括代理),存在和情感反应是否以及如何受到用户化身的特定外观的影响,这些化身在(1)通用手工模型版本,(2)通用扫描版本和(3)个性化扫描版本之间变化。后两个是使用最先进的摄影测量方法创建的,提供了快速的3D扫描和后处理工作流程。用户使用两种VR设置在虚拟镜像隐喻中遇到他们的化身,这两种VR设置提供了不同程度的沉浸感,(a)大屏幕环绕投影(CAVE的L形部分)和(B)头戴式显示器(HMD)。我们发现了几个重要的以及一些值得注意的影响。首先,个性化的化身显着增加身体的所有权,存在和优势相比,他们的通用同行,即使后者是由相同的摄影测量过程中产生的,因此可以被视为平等的现实主义和图形质量的程度。第二,沉浸的程度显着增加了身体的所有权,代理,以及存在的感觉。这些结果证实了类似于用户的真实世界外观的个性化化身的价值,以及所部署的扫描过程的价值,以生成用于VR设置的化身,其中效果强度可能很大,例如,在社交虚拟现实(VR)或基于VR的医疗疗法中依赖于具体化的界面。此外,我们的研究结果还加强了完全沉浸式设置的价值,由于广泛使用的消费者HMD,这些设置今天可用于各种应用程序。
This article reports the impact of the degree of personalization and individualization of users' avatars as well as the impact of the degree of immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if and how virtual body ownership (including agency), presence, and emotional response are influenced depending on the specific look of users' avatars, which varied between (1) a generic hand-modeled version, (2) a generic scanned version, and (3) an individualized scanned version. The latter two were created using a state-of-the-art photogrammetry method providing a fast 3D-scan and post-process workflow. Users encountered their avatars in a virtual mirror metaphor using two VR setups that provided a varying degree of immersion, (a) a large screen surround projection (L-shape part of a CAVE) and (b) a head-mounted display (HMD). We found several significant as well as a number of notable effects. First, personalized avatars significantly increase body ownership, presence, and dominance compared to their generic counterparts, even if the latter were generated by the same photogrammetry process and hence could be valued as equal in terms of the degree of realism and graphical quality. Second, the degree of immersion significantly increases the body ownership, agency, as well as the feeling of presence. These results substantiate the value of personalized avatars resembling users' real-world appearances as well as the value of the deployed scanning process to generate avatars for VR-setups where the effect strength might be substantial, e.g., in social Virtual Reality (VR) or in medical VR-based therapies relying on embodied interfaces. Additionally, our results also strengthen the value of fully immersive setups which, today, are accessible for a variety of applications due to the widely available consumer HMDs.