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dc.contributor.authorMc Donnell, Rachelen
dc.date.accessioned2021-03-17T10:14:03Z
dc.date.available2021-03-17T10:14:03Z
dc.date.issued2020en
dc.date.submitted2020en
dc.identifier.citationKatja Zibrek, Benjamin Niay, Anne-Helene Olivier, Ludovic Hoyet, Julien Pettre and Rachel McDonnell, The effect of gender and attractiveness of motion on proximity in virtual reality, ACM Transactions on Applied Perception, 17, 4, 2020en
dc.identifier.otherYen
dc.identifier.urihttp://hdl.handle.net/2262/95724
dc.descriptionPUBLISHEDen
dc.description.abstractIn human interaction, people will keep different distances from each other depending on their gender. For example, males will stand further away from males and closer to females. Previous studies in virtual reality (VR), where people were interacting with virtual humans, showed a similar result. However, many other variables influence proximity, such as appearance characteristics of the virtual character (e.g., attractiveness). Our study focuses on proximity to virtual walkers, where gender could be recognised from motion only, since previous studies using point-light displays found walking motion is rich in gender cues. In our experiment, a walking wooden mannequin approached the participant embodied in a virtual avatar using the HTC Vive Pro HMD and controllers. The mannequin animation was motion captured from several male and female actors and each motion was displayed individually on the character. Participants used the controller to stop the approaching mannequin when they felt it was uncomfortably close to them. Based on previous work, we hypothesised that proximity will be affected by the gender of the character, but unlike previous research, the gender in our experiment could only be determined from character’s motion. We also expected differences in proximity according to the gender of the participant. We additionally expected some motions to be rated more attractive than others and that attractive motions would reduce the proximity measure. Our results show support for the last two assumptions, but no difference in proximity was found according to the gender of the character’s motion. Our findings have implications for the design of virtual characters in interactive virtual environments.en
dc.language.isoenen
dc.relation.ispartofseriesACM Transactions on Applied Perceptionen
dc.relation.ispartofseries17en
dc.relation.ispartofseries4en
dc.rightsYen
dc.subjectinteractive virtual environmentsen
dc.subjectgenderen
dc.subjectvirtual humansen
dc.subjectPerceptionen
dc.subjectProximityen
dc.subjectVirtual Reality (VR)en
dc.subjectGenderen
dc.titleThe effect of gender and attractiveness of motion on proximity in virtual realityen
dc.typeJournal Articleen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/ramcdonnen
dc.identifier.rssinternalid225898en
dc.identifier.doihttp://dx.doi.org/10.1145/3419985en
dc.rights.ecaccessrightsopenAccess
dc.contributor.sponsorGrantNumber13/CDA/2135en
dc.contributor.sponsorGrantNumberANR-18-CE33-0013en
dc.contributor.sponsorGrantNumber13/RC/2106en
dc.identifier.rssurihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85098325997&doi=10.1145%2f3419985&partnerID=40&md5=2c4837c8544a3f13362aa401a7038638en
dc.identifier.orcid_id0000-0002-1957-2506en


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