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VRST
2006
ACM

The benefits of third-person perspective in virtual and augmented reality?

14 years 5 months ago
The benefits of third-person perspective in virtual and augmented reality?
Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to give the possibility to the people to use the first and the third-person perspective like in video games (e.g. GTA). As the gamers prefer to use the third-person perspective for moving actions and the first-person view for the thin operations, we will verify this comportment is extendable to simulations in augmented and virtual reality. Categories and Subject Descriptors J.4 [Social and behavioral sciences]: Computer applications – Psychology General Terms Measurement, Performance, Experimentation, Human Factors, Verification Keywords Presence, immersion, proprio-perception, exocentric perspective, distance evaluation
Patrick Salamin, Daniel Thalmann, Fréd&eacu
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where VRST
Authors Patrick Salamin, Daniel Thalmann, Frédéric Vexo
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