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There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum. / Hoppe, Matthias; Baumann, Andrea; Tamunjoh, Patrick Chofor et al.
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. New York: ACM, 2022. p. 360:1-360:13 360.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Hoppe, M, Baumann, A, Tamunjoh, PC, Machulla, T-K, Wozniak, PW, Schmidt, A & Welsch, R 2022, There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum. in CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems., 360, ACM, New York, pp. 360:1-360:13. https://doi.org/10.1145/3491102.3517447

APA

Hoppe, M., Baumann, A., Tamunjoh, P. C., Machulla, T.-K., Wozniak, P. W., Schmidt, A., & Welsch, R. (2022). There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum. In CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (pp. 360:1-360:13). Article 360 ACM. https://doi.org/10.1145/3491102.3517447

Vancouver

Hoppe M, Baumann A, Tamunjoh PC, Machulla TK, Wozniak PW, Schmidt A et al. There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum. In CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. New York: ACM. 2022. p. 360:1-360:13. 360 doi: 10.1145/3491102.3517447

Author

Hoppe, Matthias ; Baumann, Andrea ; Tamunjoh, Patrick Chofor et al. / There Is No First- or Third-Person View in Virtual Reality : Understanding the Perspective Continuum. CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. New York : ACM, 2022. pp. 360:1-360:13

Bibtex

@inproceedings{fa23f19be2f14fe89be5c715957ccb6c,
title = "There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum",
abstract = "Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users{\textquoteright} attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.",
author = "Matthias Hoppe and Andrea Baumann and Tamunjoh, {Patrick Chofor} and Tonja-Katrin Machulla and Wozniak, {Pawel W.} and Albrecht Schmidt and Robin Welsch",
year = "2022",
month = apr,
day = "29",
doi = "10.1145/3491102.3517447",
language = "English",
pages = "360:1--360:13",
booktitle = "CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems",
publisher = "ACM",

}

RIS

TY - GEN

T1 - There Is No First- or Third-Person View in Virtual Reality

T2 - Understanding the Perspective Continuum

AU - Hoppe, Matthias

AU - Baumann, Andrea

AU - Tamunjoh, Patrick Chofor

AU - Machulla, Tonja-Katrin

AU - Wozniak, Pawel W.

AU - Schmidt, Albrecht

AU - Welsch, Robin

PY - 2022/4/29

Y1 - 2022/4/29

N2 - Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users’ attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.

AB - Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study, we explore users’ attitudes, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.

U2 - 10.1145/3491102.3517447

DO - 10.1145/3491102.3517447

M3 - Conference contribution/Paper

SP - 360:1-360:13

BT - CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems

PB - ACM

CY - New York

ER -