Abstract

Avatar research largely focuses on the effects of the appearance and external characteristics of avatars, but may also warrant further consideration of the effects of avatar movement characteristics. With Protean kinematics, we offer an expansion the avatar-user appearances-based effects of the Proteus Effect to a systematic exploration into the role of movement in affecting social perceptions (about others) and idealized perceptions (about self). This work presents both a theoretical (typology) and methodological (physics-based measurement) approach to understanding the complex blend of physical inputs and virtual outputs that occur in the perceptual experience of VR, particularly in consideration of the collection of hippocampal (e.g., place cells, grid cells) and entorhinal neurons (e.g., speed cells) that fire topologically relative to physical movement in physical space. Offered is a novel method that distills the blend of physical and virtual kinematics to contribute to modern understandings of human-agent interaction and cognitive psychology.

Highlights

  • Social psychologists have long argued that human behavior is a function of both “persons” and “environment”, represented by the formula, B = F(P, E) (Lewin, 1936, 1943). Gibson’s (1979) perceptual theory of affordances added that perceptual objects are understood in terms of the possible actions that the objects can engage perceivers, binding the existence of organisms to their environment

  • We anchor this work upon the conceptual framework of the Proteus Effect, which argues that physical cues of avatars direct behavioral and attitudinal changes among human users in accordance with the perceptions tied to the avatar appearances (Yee and Bailenson, 2007; Yee et al, 2009)

  • The current work expands on the Proteus Effect by offering the following contributions: First, we introduce the concept of Social Kinematics, which provides the physics-based foundation to analyze and measure virtual movement, in Virtual Reality (VR)

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Summary

Introduction

The current work explores the intersection of the persons and the affordances of their environments across physical and virtual domains. We investigate this intersection in the context of Virtual Reality (VR), examining the transfer from human users in physical environments to avatars in virtual environments [see Grabarczyk and Pokropski (2016) for a discussion of Gibsonian affordances and VR]. We anchor this work upon the conceptual framework of the Proteus Effect, which argues that physical cues of avatars direct behavioral and attitudinal changes among human users in accordance with the perceptions tied to the avatar appearances (Yee and Bailenson, 2007; Yee et al, 2009). The current work proposes to expand the logic of the Proteus Effect (Yee and Bailenson, 2007)

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