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

Matthias Hoppe, Andrea Baumann, Patrick Tamunjoh, Tonja-Katrin Machulla, Paweł W. Woźniak, Albrecht Schmidt, Robin Welsch

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

11 Citations (Scopus)

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’ 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.
Original languageEnglish
Title of host publicationCHI 2022 - Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
PublisherACM
Pages1-13
ISBN (Electronic)978-1-4503-9157-3
DOIs
Publication statusPublished - 29 Apr 2022
MoE publication typeA4 Conference publication
EventACM SIGCHI Annual Conference on Human Factors in Computing Systems - Virtual, Online, New Orleans, United States
Duration: 30 Apr 20225 May 2022

Conference

ConferenceACM SIGCHI Annual Conference on Human Factors in Computing Systems
Abbreviated titleACM CHI
Country/TerritoryUnited States
CityNew Orleans
Period30/04/202205/05/2022

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