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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Online Access: | http://journal.frontiersin.org/article/10.3389/frobt.2017.00033/full |
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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 |
work_keys_str_mv |
AT geoffreygorisse firstandthirdpersonperspectivesinimmersivevirtualenvironmentspresenceandperformanceanalysisofembodiedusers AT olivierchristmann firstandthirdpersonperspectivesinimmersivevirtualenvironmentspresenceandperformanceanalysisofembodiedusers AT etiennearmandamato firstandthirdpersonperspectivesinimmersivevirtualenvironmentspresenceandperformanceanalysisofembodiedusers AT simonrichir firstandthirdpersonperspectivesinimmersivevirtualenvironmentspresenceandperformanceanalysisofembodiedusers |
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1716823293491675136 |