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Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance
Kocur, Martin
, Kloss, Melanie, Schwind, Valentin, Wolff, Christian
und Henze, Niels
(2020)
Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance.
In: CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, November 2 - 4, 2020, Virtual Event, Canada.
Veröffentlichungsdatum dieses Volltextes: 15 Feb 2022 14:09
Konferenz- oder Workshop-Beitrag
DOI zum Zitieren dieses Dokuments: 10.5283/epub.51620
Zusammenfassung
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereotypical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral changes caused by an avatar's appearance can affect ...
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereotypical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral changes caused by an avatar's appearance can affect players' performance in physically engaging tasks. Therefore, we conducted a study with 30 participants to determine the effect of avatars' muscularity on physical performance and perception of effort. We found that participants in muscular avatars had a lower perceived exertion during an isometric force task. Furthermore, male participants embodying a muscular avatar had a higher grip strength. Results suggest that embodying avatars associated with power and strength can decrease the perception of effort and enhance physical performance. We discuss how body ownership, user identification, and gender moderate avatars' effects.
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Details
| Dokumentenart | Konferenz- oder Workshop-Beitrag (Paper) | ||||
| ISBN | 978-1-4503-8074-4 | ||||
| Buchtitel: | CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play | ||||
|---|---|---|---|---|---|
| Verlag: | Association for Computing Machinery | ||||
| Open Access Art: | Kein Open Access | ||||
| Ort der Veröffentlichung: | New York, United States | ||||
| Seitenbereich: | S. 193-205 | ||||
| Datum | 2020 | ||||
| Institutionen | Sprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff) Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff) Sprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze) Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Professur für Medieninformatik (Prof. Dr. Niels Henze) | ||||
| Identifikationsnummer |
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| Stichwörter / Keywords | virtual reality; Proteus effect; avatar embodiment; body ownership illusion; physical performance; muscular appearance | ||||
| Dewey-Dezimal-Klassifikation | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik | ||||
| Status | Veröffentlicht | ||||
| Begutachtet | Ja, diese Version wurde begutachtet | ||||
| An der Universität Regensburg entstanden | Zum Teil | ||||
| Dokumenten-ID | 51620 |
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