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

被引:11
|
作者
Buck, Lauren E. [1 ]
Chakraborty, Soumyajit [1 ]
Bodenheimer, Bobby [1 ]
机构
[1] Vanderbilt Univ, 221 Kirkland Hall, Nashville, TN 37235 USA
基金
美国国家科学基金会;
关键词
Virtual environments; Avatars; Aerospace electronics; Extraterrestrial measurements; Contracts; Visualization; Particle measurements; Virtual reality; Perception; Interpersonal space; Peripersonal space; Proxemics; PERIPERSONAL SPACE; SELF-REPRESENTATION; TOOL USE; BODY; DISTANCE; SENSE; OWNERSHIP; REALITY; ONLINE;
D O I
10.1109/TVCG.2022.3150483
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页码:2102 / 2113
页数:12
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