International audienceA 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 house for sale visit, this paper aims at examining the user's self-reported embodiment perception resulting from such a hybrid experience. To induce variability in this embodiment experience, we manipulated avatar representations (high versus low anthropomorphism) and frame of reference (egocentric versus exocentric). Results show the importance of the entity humanness to fost...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
International audienceAvatars, the users' virtual representations, are becoming ubiquitous in virtua...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
A dichotomy exists in the way virtual embodiments are currently studied: embodied entities are consi...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
International audienceVirtual self-avatars have been increasingly used in Augmented Reality (AR) whe...
From the earliest days of video game studies as a field, and before - with discussions of virtual re...
Augmented Reality (AR), or more broadly Mixed Reality (RM) which, for us, brings together these two ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
The work undertaken in this doctoral thesis focuses on the impact of different perceptual and graphi...
The term "avatar" refers to the representation of users in a virtual world, in the case where they a...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
International audienceAvatars, the users' virtual representations, are becoming ubiquitous in virtua...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
A dichotomy exists in the way virtual embodiments are currently studied: embodied entities are consi...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
International audienceVirtual self-avatars have been increasingly used in Augmented Reality (AR) whe...
From the earliest days of video game studies as a field, and before - with discussions of virtual re...
Augmented Reality (AR), or more broadly Mixed Reality (RM) which, for us, brings together these two ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
The work undertaken in this doctoral thesis focuses on the impact of different perceptual and graphi...
The term "avatar" refers to the representation of users in a virtual world, in the case where they a...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
International audienceAvatars, the users' virtual representations, are becoming ubiquitous in virtua...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...