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How Real Do You See Yourself in VR? The Effect of User-Avatar Resemblance on Virtual Reality Experiences and Behaviour

Marnix S. Gisbergen (), Ilay Sensagir and Joey Relouw
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Marnix S. Gisbergen: Breda University of Applied Sciences
Ilay Sensagir: Breda University of Applied Sciences
Joey Relouw: Breda University of Applied Sciences

A chapter in Augmented Reality and Virtual Reality, 2020, pp 401-409 from Springer

Abstract: Abstract The aim of this study was to gain better insight into the effects of high and low avatar- owner resemblance on spatial presence, engagement, naturalness and negative effects regarding the user experience in an immersive virtual environment. Participants, between 18 and 32 years old, needed to walk on a 60 m high broken pathway in either a condition in which the shoes in VR matched the shoes they were wearing in reality (high resemblance condition) or not (seeing only generic shoes in a low resemblance condition). The results showed no differences between the conditions, despite that participants within the high avatar- owner resemblance perceived a higher similarity between themselves and their digitally displayed shoes and all liked to customize their shoes in VR. This results indicates that it is not a requirement to develop high avatar-owner resemblance in highly immersive virtual environments in which extreme situations are presented which trigger psychological arousal such as stress.

Keywords: Virtual reality; Resemblance; Avatar; Personalization; Experience (search for similar items in EconPapers)
Date: 2020
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Persistent link: https://EconPapers.repec.org/RePEc:spr:prochp:978-3-030-37869-1_32

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DOI: 10.1007/978-3-030-37869-1_32

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