International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imagining being walking may have an impression of walking. In this paper, we show that such impression can be extended to other postures and other locomotion exercises. We present two user studies in which participants worn a VR headset and observed a first-person avatar realizing virtual exercises. In the first experiment, the avatar walked and participants (n=36) tested the simulation in 3 different postures (standing, sitting and Fowler's posture). In the second experiment, other participants (n=18) were sitting and observed the avatar walking, jogging or stepping over virtual obstacles. We evaluated the impression of locomotion by measuring the i...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceVirtual embodiment and navigation are two topics widely studied in the virtual...
International audienceVirtual embodiment and navigation are two topics widely studied in the virtual...
International audienceVirtual embodiment and navigation are two topics widely studied in the virtual...
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of ...
Immersive virtual reality (IVR) is an artificially designed environment that can be used to produce ...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment ...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceA seated user watching his avatar walking in Virtual Reality (VR) and imaginin...
International audienceVirtual embodiment and navigation are two topics widely studied in the virtual...
International audienceVirtual embodiment and navigation are two topics widely studied in the virtual...
International audienceVirtual embodiment and navigation are two topics widely studied in the virtual...
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of ...
Immersive virtual reality (IVR) is an artificially designed environment that can be used to produce ...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment ...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...