Users’ locomotor behavior in collaborative virtual reality
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Document typeConference report
PublisherAssociation for Computing Machinery (ACM)
Rights accessRestricted access - publisher's policy
This paper presents a virtual reality experiment in which two participants share both the virtual and the physical space while performing a collaborative task. We are interested in studying what are the differences in human locomotor behavior between the real world and the VR scenario. For that purpose, participants performed the experiment in both the real and the virtual scenarios. For the VR case, participants can see both their own animated avatar and the avatar of the other participant in the environment. As they move, we store their trajectories to obtain information regarding speeds, clearance distances and task completion times. For the VR scenario, we also wanted to evaluate whether the users were aware of subtle differences in the avatar's animations and foot steps sounds. We ran the same experiment under three different conditions: (1) synchronizing the avatar's feet animation and sound of footsteps with the movement of the participant; (2) synchronizing the animation but not the sound and finally (3) not synchronizing either one. The results show significant differences in user's presence questionnaires and also different trends in their locomotor behavior between the real world and the VR scenarios.
CitationRíos, A.; Palomar, M.; Pelechano, N. Users’ locomotor behavior in collaborative virtual reality. A: ACM Siggraph Conference on Motion, Interaction, and Games. "Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games". New York: Association for Computing Machinery (ACM), 2018, p. 1-9.
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