First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users

Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in...

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Main Authors: Geoffrey Gorisse, Olivier Christmann, Etienne Armand Amato, Simon Richir
Format: Article
Language:English
Published: Frontiers Media S.A. 2017-07-01
Series:Frontiers in Robotics and AI
Subjects:
Online Access:http://journal.frontiersin.org/article/10.3389/frobt.2017.00033/full
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spelling doaj-15725c89726f491b82d8434258e836f42020-11-24T20:42:04ZengFrontiers Media S.A.Frontiers in Robotics and AI2296-91442017-07-01410.3389/frobt.2017.00033270954First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied UsersGeoffrey Gorisse0Olivier Christmann1Etienne Armand Amato2Simon Richir3LAMPA, Arts et Métiers ParisTech, Présence et Innovation, Angers, FranceLAMPA, Arts et Métiers ParisTech, Présence et Innovation, Angers, FranceDICEN-IDF, Conservatoire National des Arts et Métiers, Paris, FranceLAMPA, Arts et Métiers ParisTech, Présence et Innovation, Angers, FranceCurrent design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness.http://journal.frontiersin.org/article/10.3389/frobt.2017.00033/fullvirtual realityfirst-person perspectivethird-person perspectivepresenceembodimentperformance
collection DOAJ
language English
format Article
sources DOAJ
author Geoffrey Gorisse
Olivier Christmann
Etienne Armand Amato
Simon Richir
spellingShingle Geoffrey Gorisse
Olivier Christmann
Etienne Armand Amato
Simon Richir
First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
Frontiers in Robotics and AI
virtual reality
first-person perspective
third-person perspective
presence
embodiment
performance
author_facet Geoffrey Gorisse
Olivier Christmann
Etienne Armand Amato
Simon Richir
author_sort Geoffrey Gorisse
title First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
title_short First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
title_full First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
title_fullStr First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
title_full_unstemmed First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
title_sort first- and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users
publisher Frontiers Media S.A.
series Frontiers in Robotics and AI
issn 2296-9144
publishDate 2017-07-01
description Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness.
topic virtual reality
first-person perspective
third-person perspective
presence
embodiment
performance
url http://journal.frontiersin.org/article/10.3389/frobt.2017.00033/full
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