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dc.contributor.authorKyriakou, M.en
dc.contributor.authorPan, X.en
dc.contributor.authorChrysanthou, Yiorgos L.en
dc.creatorKyriakou, M.en
dc.creatorPan, X.en
dc.creatorChrysanthou, Yiorgos L.en
dc.date.accessioned2019-11-13T10:40:53Z
dc.date.available2019-11-13T10:40:53Z
dc.date.issued2016
dc.identifier.issn1546-4261
dc.identifier.urihttp://gnosis.library.ucy.ac.cy/handle/7/54347
dc.description.abstractThis study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements indicated that facilitating collision avoidance between the user and the virtual crowd makes the virtual characters, the environment, and the whole Virtual Reality system appear more realistic and lifelike. Adding basic social interaction, such as verbal salutations, gaze, and other gestures by the virtual characters towards the user, further contributes to this effect, with the participants reporting a stronger sense of presence. On the other hand, enabling collision avoidance on its own produces a reduced feeling of comfort and ease of navigation in VR. Objective measurements showed another interesting finding that collision avoidance may reduce the user's performance regarding their primary goal (navigating in VR following someone) and that this performance is further reduced when both collision avoidance and social interaction are facilitated. © 2016 John Wiley & Sons, Ltd.en
dc.sourceComputer Animation and Virtual Worldsen
dc.source.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-84981303305&doi=10.1002%2fcav.1729&partnerID=40&md5=4c2ba0fc9505835d2065dd22abab7fd1
dc.subjectSocial sciencesen
dc.subjectBehavioral researchen
dc.subjectVirtual realityen
dc.subjectCollision avoidanceen
dc.subjectUser experienceen
dc.subjectImmersive virtual realityen
dc.subjectImmersive Virtual Reality Systemsen
dc.subjectInteractionen
dc.subjectPresenceen
dc.subjectVirtual crowden
dc.subjectVirtual crowdsen
dc.titleInteraction with virtual crowd in Immersive and semi-Immersive Virtual Reality systemsen
dc.typeinfo:eu-repo/semantics/article
dc.identifier.doi10.1002/cav.1729
dc.author.faculty002 Σχολή Θετικών και Εφαρμοσμένων Επιστημών / Faculty of Pure and Applied Sciences
dc.author.departmentΤμήμα Πληροφορικής / Department of Computer Science
dc.type.uhtypeArticleen
dc.description.notes<p>Cited By :2en
dc.description.notesArticle in Press</p>en
dc.source.abbreviationComput.Anim.Virtual Worldsen
dc.contributor.orcidChrysanthou, Yiorgos L. [0000-0001-5136-8890]
dc.gnosis.orcid0000-0001-5136-8890


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