AR PanchoFrom HIT Lab NZ
This project investigates how ‘mimicry’ affects the preception of presence and immersion in virtual environments. The psychological phenomenom of mimicry states that people tend to mimic the behaviour of objects/people that they like. Studies show that mimicry occurs inside virtual reality as well as in real life, though not as often. Our hypothesis is that the level of mimicry Therefore it's possible that the level of presence/immersiveness effects the level of mimicry. The goal of the projects is to see if people will have a consistent level of mimicry with the level of presence/immersion, over different virtual environments such as AR (Augmented Reality), Immersive VR (Virtual Reality), and plain desktop systems. For the experiment, a virtual character animation system is developed for the mentioned environments, that will have some limited interaction capabilities with users. It is expected that the amount of mimicry exhibited will be the highest in environments that have the highest presence/immersion, which in this case should be the AR environment, and Desktop scoring the lowest. Typically the amount of presence/immersion of a virtual reality system are measured by users answering questionnaires, which are subjective measures and are prone to many defects. Mimicry is an explicit measurement which should represent a better way to measure presence/immersion. A virtual environment that have a high presence/immersion is very useful in many applications, for example students learn faster from more believable virtual tutors, interaction modes are more intuitive, etc. The virtual character animation system (currently named after the first virtual character that was deployed in it, who the creator called 'Pancho') can be easily extended to become tutoring systems, game systems or animation systems
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