The benefits of third-person perspective in virtual and augmented reality

Publication Type  Conference Paper
Year of Publication  2006
Authors  Salamin, P.; Thalmann, D.; Vexo, F.
Conference Name  Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
Pagination  27-30
Key Words  Distance evaluation; Exocentric perspective; Immersion; Presence; Proprio-perception
Abstract  

Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to give the possibility to the people to use the first and the third-person perspective like in video games (e.g. GTA). As the gamers prefer to use the third-person perspective for moving actions and the first-person view for the thin operations, we will verify this comportment is extendable to simulations in augmented and virtual reality.

URL  http://vrlab.epfl.ch/Publications/pdf/Salamin_Thalmann_Vexo_VRST_06.pdf

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