First-and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users

G Gorisse, O Christmann, EA Amato… - Frontiers in Robotics and …, 2017 - frontiersin.org
Current design of virtual reality (VR) applications relies essentially on the transposition of
users' viewpoint in first-person perspective (1PP). Within this context, our research aims to …

Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality

H Galvan Debarba, S Bovet, R Salomon, O Blanke… - PloS one, 2017 - journals.plos.org
Empirical research on the bodily self has shown that the body representation is malleable,
and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual …

[PDF][PDF] Exploring gamification in team sports: A sco** review and research agenda.

S Birnstiel, B Morschheuser - GamiFIN, 2024 - ceur-ws.org
While team sports play a pivotal role in societies around the world, we recognize a
concerningly high dropout rate among young people in organized sports clubs in recent …

Dancing with the avatars: minimal avatar customisation enhances learning in a psychomotor task

I Fitton, C Clarke, J Dalton, MJ Proulx… - Proceedings of the 2023 …, 2023 - dl.acm.org
Virtual environments can support psychomotor learning by allowing learners to observe
instructor avatars. Instructor avatars that look like the learner hold promise in enhancing …

Evaluating enjoyment, presence, and emulator sickness in VR games based on first‐and third‐person viewing perspectives

D Monteiro, HN Liang, W Xu, M Brucker… - … and Virtual Worlds, 2018 - Wiley Online Library
Many virtual reality (VR) games are based on a first‐person perspective (1PP). There are,
however, advantages in using another perspective, such as the third‐person perspective …

Characterizing embodied interaction in first and third person perspective viewpoints

HG Debarba, E Molla, B Herbelin… - 2015 IEEE symposium …, 2015 - ieeexplore.ieee.org
Third Person Perspective (3PP) viewpoints have the potential to expand how one perceives
and acts in a virtual environment. They offer increased awareness of the posture and of the …

[PDF][PDF] Using several types of virtual characters in sports—a literature survey

K Petri, N Bandow, K Witte - … Journal of Computer Science in Sport, 2018 - sciendo.com
This article discusses the development and application of virtual environments (VEs) in the
domain of exercise as well as research in recreational and highperformance sports. A …

Onebody: remote posture guidance system using first person view in virtual environment

TN Hoang, M Reinoso, F Vetere, E Tanin - Proceedings of the 9th Nordic …, 2016 - dl.acm.org
We present Onebody, a virtual reality system for remote posture guidance during sports or
physical activity training, such as martial arts, yoga or dance, using first person perspective …

Visual perspective and feedback guidance for VR free-throw training

A Covaci, AH Olivier, F Multon - IEEE computer graphics and …, 2015 - ieeexplore.ieee.org
Accurate distance perception and natural interactions are mandatory conditions when
training precision aiming tasks in VR. However, many factors specific to virtual environments …

JackIn space: designing a seamless transition between first and third person view for effective telepresence collaborations

R Komiyama, T Miyaki, J Rekimoto - Proceedings of the 8th Augmented …, 2017 - dl.acm.org
Traditional telepresence systems only supported first person view and users had difficulty in
recognizing the surrounding situation of their remote workspace. JackIn Space is a …