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Computer Animation and Virtual Worlds
Article . 2016 . Peer-reviewed
License: Wiley Online Library User Agreement
Data sources: Crossref
DBLP
Article . 2017
Data sources: DBLP
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Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

Authors: Kyriakou, M.; Pan, X.; Chrysanthou, Yiorgos L.; Kyriakou, M.; Pan, X.; Chrysanthou, Yiorgos L.;

Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

Abstract

AbstractThis study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose‐developed experiments in both Immersive and semi‐Immersive Virtual Reality systems queried the impact of collision and basic interaction between real‐users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements indicated that facilitating collision avoidance between the user and the virtual crowd makes the virtual characters, the environment, and the whole Virtual Reality system appear more realistic and lifelike. Adding basic social interaction, such as verbal salutations, gaze, and other gestures by the virtual characters towards the user, further contributes to this effect, with the participants reporting a stronger sense of presence. On the other hand, enabling collision avoidance on its own produces a reduced feeling of comfort and ease of navigation in VR. Objective measurements showed another interesting finding that collision avoidance may reduce the user's performance regarding their primary goal (navigating in VR following someone) and that this performance is further reduced when both collision avoidance and social interaction are facilitated.

Country
Cyprus
Related Organizations
Keywords

User experience, Interaction, Collision avoidance, Immersive Virtual Reality Systems, Social sciences, Virtual reality, Immersive virtual reality, Virtual crowd, Presence, Virtual crowds, Behavioral research

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    Impact byBIP!
    selected citations
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    This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    56
    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Top 10%
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Top 10%
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Top 10%
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
56
Top 10%
Top 10%
Top 10%
Green
bronze