The Impact of Embodiment and Avatar Sizing on Personal Space in Immersive Virtual Environments

The Impact of Embodiment and Avatar Sizing on Personal Space in Immersive Virtual Environments
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DOI:
10.1109/tvcg.2022.3150483
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发表时间:
2022-05-01
影响因子:
5.2
通讯作者:
Bodenheimer, Bobby
Bodenheimer, Bobby
中科院分区:
计算机科学1区
文献类型:
--
作者:
Buck, Lauren E.;Chakraborty, Soumyajit;Bodenheimer, Bobby

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在本文中,我们研究如何体现和操纵的自我化身的尺寸-特别是手臂的长度-影响用户的判断,他们周围的个人空间在一个沉浸式的虚拟环境。在真实的世界中,个人空间是身体周围的直接空间,在其中物理交互是可能的。个人空间在虚拟环境中的研究越来越多,因为它对社会互动的重要性。在这里,我们特别关注个人空间的两个组成部分,人际空间和近个人空间,以及它们如何受到化身和自我化身大小的影响。我们操纵了具体化,假设更高水平的具体化将导致更大的人际空间测量和更小的近个人空间测量。同样地,我们操纵了一个自我化身的手臂长度,假设人际空间会随着手臂长度的变化而变化,而周围空间不会。我们发现,表示的人际和peripersonal空间的变化时,用户体验不同程度的体现,根据我们的假设,只有人际空间的变化是敏感的自我化身的武器的尺寸。这些发现提供了更多的理解的作用,体现和自我化身的个人空间的监管,并提供基础,改善设计的社会互动在虚拟环境中。
In this paper, we examine how embodiment and manipulation of a self-avatar's dimensions - specifically the arm length - affect users' judgments of the personal space around them in an immersive virtual environment. In the real world, personal space is the immediate space around the body in which physical interactions are possible. Personal space is increasingly studied in virtual environments because of its importance to social interactions. Here, we specifically look at two components of personal space, interpersonal and peripersonal space, and how they are affected by embodiment and the sizing of a self-avatar. We manipulated embodiment, hypothesizing that higher levels of embodiment will result in larger measures of interpersonal space and smaller measures of peripersonal space. Likewise, we manipulated the arm length of a self-avatar, hypothesizing that while interpersonal space would change with changing arm length, peripersonal space would not. We found that the representation of both interpersonal and peripersonal space change when the user experiences differing levels of embodiment in accordance with our hypotheses, and that only interpersonal space was sensitive to changes in the dimensions of a self-avatar's arms. These findings provide increased understanding of the role of embodiment and self-avatars in the regulation of personal space, and provide foundations for improved design of social interaction in virtual environments.