Authors:
(1) Raphael Covener Dos Angus;
(2) Joao Madeiras Pereira.
Links table
Abstract and 1 introduction
2 Related Work and 2.1 Virtual Avatar
2.2 The cloud depicting points
3 3.1 test design and preparation
3.2 User representations
3.3 methodology
3.4 virtual environment and 3.5 description tasks
3.6 questionnaires and 3.7 participants
4 Results and discussion, 4.1 user preferences
4.2 Task performance
4.3 Discussion
5 conclusions and references
5 conclusions
The use of self -installed offers is presented to the user, causing a decrease in the feeling of existence in the virtual reality session. A way to overcome this problem is the use of self -made spies that improve the presence and generally estimate the distance in the VR settings. Some factors that can affect the feeling of embodiment are realism and perspective that is seen on the Avatar (in the perspective of the first or third person). The realism of the avatar is affected by the steady valley, which also affects the self -spray. Although the effects of realism and perspective have not been fully taught in literature when it comes to self -deities. Because we used three different representations that differ realistic in both perspectives (1PP and 3PP) after the impact of the iconic valley, ranging from a summary to realistic representation. For realistic representation, we used the avatar of the magic point, which uses depth advisors at affordable prices to draw real user information in a self -enhanced user within the virtual environment. To evaluate each group of acting and perspective groups, we have chosen natural tasks such as walking while avoiding obstacles and arresting the things that were thrown.


As a result of statistical analysis, discussion and evaluation of the results, we propose the following guidelines related to the body’s representation and the camera perspective of the hypothetical reality applications incarnate:
• UNCANNY Valley effect is more prevalent on the perspective of the third person, and affects the time efficiency of mobility tasks.
• From the perspective of the first person (1PP), the effect of the UNCANNY valley is observed only on the tasks that need a higher sensation of embodiment (such as the tasks based on the use).
• To avoid the impact of the UNCANNY Valley, one should use either a simplified (abstract) representation or realistic representation (cloud) for the participant.
• The use of a more realistic representation (the cloud point) and the perspective (1PP) can lead to faster implementation times, but the low effectiveness of carrying out tasks.
• The perspective of the third person is recommended when spatial awareness at the level of horizontal movement, with a simple advantage when using a realistic representation.
• Avoid obstacles and access to animated organisms when using realistic representation due to the blockage created by the richest acting.
• Users’ sense of balance is negatively affected by a third perspective.
• Reflex tasks have better performance when using the first person’s perspective.
However, we were unable to clarify some of the aspects that were investigated in this study. They avoid obstacles in the vertical level, and how the estimation of the bad distance can affect these tasks, and if the body’s representation has any effect on this issue. Also, the UNCANNY Valley effect is observed on Reflex tasks, but it requires more evaluation using different stimuli.
To move forward, you should consider different tasks for the same views and bridges, such as cooperation between different users, social environments and communicative tasks.
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