[1] Ludwig Maximilians Univ Munchen, Munich, Germany
[2] TU Dortmund, Dortmund, Germany
[3] Chalmers Univ Technol, Gothenburg, Sweden
来源:
PROCEEDINGS OF THE 2022 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI' 22)
|
2022年
基金:
欧盟地平线“2020”;
关键词:
Virtual Reality;
First Person;
Third Person;
Perspective;
Embodiment;
D O I:
10.1145/3491102.3517447
中图分类号:
学科分类号:
摘要:
Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for fexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This fexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users' attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.