Those with -set:
(1) Rafael Kuffner Dos Anjos;
(2) Joao Madeiras Pereira.
Link
Abstract and 1 Introduction
2 relevant work and 2.1 virtual avatar
2.2 Point Cloud Visualization
3 test design and 3.1 setup
3.2 User Representations
3.3 Procedure
3.4 virtual environment and 3.5 descriptions of tasks
3.6 Questions and 3.7 Participants
4 results and discussions, and 4.1 user preferences
4.2 Performance of the work
4.3 Discussion
5 Conclusions and References
5 conclusions
The use of displayed mounted heads brings the user's self, causing a reduction in the feeling of existence in virtual reality session.A way of overcome this problem is by using self-embodied avatar that improves the existence and overall estimate of the distance to VR setups. Some factors that may influence the sense of symbol is the authenticity and perspective that the avatar views (in the first or third perspective). The authenticity of the avatars is affected by the eternal valley that also influences self-embodied avatars. Although, the effects of both realism and perspectives are not yet fully underlined in literature when it comes to selfembodied avatar. For we used three different representations that vary in its authenticity with both views (1pp and 3pp) following the impact of the Uncanny Valley, which differentiates from an abstract to a realistic representation. For realistic representation we used a point-cloud avatar, which uses an affordable deep sensor to map the information of real users to a user who is raised within the virtual environment. To assess each of the combinations of representation-Perspective, we chose natural activities such as walking while avoiding barriers and getting discarded objects.



As a result of statistically analysis, discussion and evaluation of results, we propose the following guidelines regarding body representation and camera views for the Virtual Reality Application:
• The impact of the Uncanny Valley is more prevalent in the third human perspective, and it influences the efficiency of the time of navigation activities.
• In a first-person perspective (1pp), the impact of the Uncanny Valley is noted only in activities where a higher embodiment feels (e.g. Reflex-based tasks).
• To avoid the impact of the Uncanny Valley, one must use either a simplified (abstract) or a realistic (point-cloud) representation of the participant.
• Using a more realistic representation (point-cloud) and perspective (1pp) can lead to faster implementation times, but lower effectiveness in implementing tasks.
• A third-year perspective is recommended when spatial awareness is required in the horizontal navigation plane, with minimal advantage when using a realistic representation.
• Avoiding obstacles and reaching moving objects can be a problem when using a realistic representation due to occlusions created by visually representation.
• The use of the users' balance is negatively affected by a thirteenthperson perspective.
• Reflex -based tasks have a better performance when using a first person's perspective.
However, we cannot clarify some aspects of this study. In particular, avoiding barriers to vertical planes, and how poor distance estimation can influence these activities, and if the body representation has an impact on this matter. Also, the impact of the Uncanny Valley on reflex -based activities is detected, but requires further analysis using a variety of stimulus.
Continuing, various activities should be considered for both views and avatar, such as collaboration between different users, social environments, and communication activities.
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