Figure 1 - uploaded by Tom Giraud
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(a) User in the immersive environment. (b) Left: High anthropomorphic character, Right:Low anthropomorphic character. (c) Top: Exocentric point of view, Down: Egocentric point of view. (d) Ray to point on the 2D mini-map to displace the character.
Source publication
A dichotomy exists in the way virtual embodiments are currently studied: embodied entities are considered by conversational approaches as other selves whereas avatar approaches study them as users' hosts. Virtual reality applications such as in our case study often propose a different, in between embodiment experience. In the context of a virtual h...
Contexts in source publication
Context 1
... An immersive setup: users stand in front of a wall (2m*3m) with active stereoscopy and head tracking (Figure 1 (a)). ...
Context 2
... A directional control of character displacements: users point with a Wiimote at a 2D mini-map of the sitting room to direct the character to a position (Figure 1 (d)). ...
Context 3
... vary the embodiment experience, we designed four conditions (2*2 between subjects): Human (high anthropomorphic) / Sphere (low anthropomorphic) (Figure 1. (b)) * Egocentric reference frame / Exocentric reference frame (Figure 1. (c)) (Hu-Sp / Eg-Ex). ...
Context 4
... vary the embodiment experience, we designed four conditions (2*2 between subjects): Human (high anthropomorphic) / Sphere (low anthropomorphic) (Figure 1. (b)) * Egocentric reference frame / Exocentric reference frame (Figure 1. (c)) (Hu-Sp / Eg-Ex). In the egocentric reference frame condition, the user viewpoint is not collocated with the avatar body (1 meter behind) but is tethered to its displacements. ...
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