First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users

Geoffrey Gorisse, Olivier Christmann, Étienne Armand Amato, Simon Richir

Frontiers in Robotics and AI · 2017 · 267 citations · 40 references

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Concepts

TL;DR

Current VR applications primarily rely on a first‑person perspective to present the user’s viewpoint. The study compares the effects of adding a third‑person perspective in immersive virtual environments. An empirical investigation assessed presence, embodiment, and task performance using video‑game‑industry‑relevant scenarios. Results showed no significant differences in spatial presence or agency, but first‑person perspective improved embodiment and interaction accuracy, while third‑person perspective enhanced spatial awareness.

Abstract

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 compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users' performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness.

References

40