English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT

Released

Conference Paper

The Role of Avatar Fidelity and Sex on Self-Motion Recognition

MPS-Authors
/persons/resource/persons214501

Thaler,  A
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Intelligent Systems, Max Planck Society;

/persons/resource/persons192772

Wellerdiek,  A
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Intelligent Systems, Max Planck Society;

/persons/resource/persons84053

Leyrer,  M
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Intelligent Systems, Max Planck Society;

/persons/resource/persons84285

Volkova-Volkmar,  E
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;
Max Planck Institute for Intelligent Systems, Max Planck Society;

/persons/resource/persons84088

Mohler,  BJ
Max Planck Institute for Intelligent Systems, Max Planck Society;
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;

External Resource
Fulltext (restricted access)
There are currently no full texts shared for your IP range.
Fulltext (public)
There are no public fulltexts stored in PuRe
Supplementary Material (public)
There is no public supplementary material available
Citation

Thaler, A., Wellerdiek, A., Leyrer, M., Volkova-Volkmar, E., Troje, N., & Mohler, B. (2018). The Role of Avatar Fidelity and Sex on Self-Motion Recognition. In C. Grimm, P. Willemsen, J. Kearney, & B. Riecke (Eds.), ACM Symposium on Applied Perception (SAP '18) (pp. 1-9). New York, NY, USA: ACM Press.


Cite as: https://hdl.handle.net/21.11116/0000-0001-EF4A-0
Abstract
Avatars are important for games and immersive social media applications. Although avatars are still not complete digital copies of the user, they often aim to represent a user in terms of appearance (color and shape) and motion. Previous studies have shown that humans can recognize their own motions in point-light displays. Here, we investigated whether recognition of self-motion is dependent on the avatar's fidelity and the congruency of the avatar's sex with that of the participants. Participants performed different actions that were captured and subsequently remapped onto three different body representations: a point-light figure, a male, and a female virtual avatar. In the experiment, participants viewed the motions displayed on the three body representations and responded to whether the motion was their own. Our results show that there was no influence of body representation on self-motion recognition performance, participants were equally sensitive to recognize their own motion on the point-light figure and the virtual characters. In line with previous research, recognition performance was dependent on the action. Sensitivity was highest for uncommon actions, such as dancing and playing ping-pong, and was around chance level for running, suggesting that the degree of individuality of performing certain actions affects self-motion recognition performance. Our results show that people were able to recognize their own motions even when individual body shape cues were completely eliminated and when the avatar's sex differed from own. This suggests that people might rely more on kinematic information rather than shape and sex cues for recognizing own motion. This finding has important implications for avatar design in game and immersive social media applications.