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Andrew Robb

Bio: Andrew Robb is an academic researcher from Clemson University. The author has contributed to research in topics: Virtual reality & Computer science. The author has an hindex of 11, co-authored 43 publications receiving 332 citations. Previous affiliations of Andrew Robb include University of Florida & University of North Carolina at Wilmington.

Papers published on a yearly basis

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Proceedings ArticleDOI
23 Mar 2019
TL;DR: The results show that thevirtual hand illusion is stronger when participants are able to control a hand directly rather than with a hand-held device, and that the virtual reality task must first be considered to determine which modality and hand size are the most applicable.
Abstract: Most commercial virtual reality applications with self avatars provide users with a “one-size fits all” avatar. While the height of this body may be scaled to the user's height, other body proportions, such as limb length and hand size, are rarely customized to fit an individual user. Prior research has shown that mismatches between users' avatars and their actual bodies can affect size perception and feelings of body ownership. In this paper, we consider how concepts related to the virtual hand illusion, user experience, and task efficiency are influenced by variations between the size of a user's actual hand and their avatar's hand. We also consider how using a tracked controller or tracked gestures affect these concepts. We conducted a 2×3 within-subjects study (n=20), with two levels of input modality: using tracked finger motion vs. a hand-held controller (Glove vs. Controller), and three levels of hand scaling (Small, Fit, and Large). Participants completed 2 block-assembly trials for each condition (for a total of 12 trials). Time, mistakes, and a user experience survey were recorded for each trial. Participants experienced stronger feelings of ownership and realism in the Glove condition. Efficiency was higher in the Controller condition and supported by play data of more time spent, blocks grabbed, and blocks dropped in the Glove condition. We did not find enough evidence for a change in agency and the intensity of the virtual hand illusion depending on hand size. Over half of the participants indicated preferring the Glove condition over the Controller condition, mentioning fun and efficiency as factors in their choices. Preferences on hand scaling were mixed but often attributed to efficiency. Participants liked the appearance of their virtual hand more while using the Fit instead of Large hands. Several interaction effects were observed between input modality and hand scaling, for example, for smaller hands, tracked hands evoked stronger feelings of ownership compared to using a controller. Our results show that the virtual hand illusion is stronger when participants are able to control a hand directly rather than with a hand-held device, and that the virtual reality task must first be considered to determine which modality and hand size are the most applicable.

44 citations

Proceedings ArticleDOI
18 Mar 2018
TL;DR: The results suggest that reach estimations become more accurate as the visual fidelity of the avatar increases, with accuracy for high fidelity avatars approaching real-world performance as compared to low-fidelity and end-effector conditions.
Abstract: Immersive Virtual Environments (IVEs) are becoming more accessible and more widely utilized for training. Previous research has shown that the matching of visual and proprioceptive information is important for calibration. While research has demonstrated that self-avatars can enhance ones' sense of presence and improve distance perception, the effects of self-avatar fidelity on near field distance estimations has yet to be investigated. This study tested the effect of avatar fidelity on the accuracy of distance estimations in the near-field. Performance with a virtual avatar was also compared to real-world performance. Three levels of fidelity were tested; 1) an immersive self-avatar with realistic limbs, 2) a low-fidelity self-avatar showing only joint locations, and 3) end-effector only. The results suggest that reach estimations become more accurate as the visual fidelity of the avatar increases, with accuracy for high fidelity avatars approaching real-world performance as compared to low-fidelity and end-effector conditions. In all conditions reach estimations became more accurate after receiving feedback during a calibration phase.

42 citations

Journal ArticleDOI
TL;DR: It is proposed that increasing the physicality of an ECA can increase the ECA's social presence, that is, the feeling that the E CA is a real person.
Abstract: Mixed reality and 3D user interface technologies have increased the immersion, presence, and physicality of user interactions. These technologies can also increase the physicality of embodied conversational agents ECAs by making the ECAs occupy and interact with the physical space. We propose that increasing the physicality of an ECA can increase the ECA's social presence, that is, the feeling that the ECA is a real person. In this paper, we examine existing research and formalize the idea of ECA physicality. We also explored the relationship between physicality and social presence by conducting two user studies n = 18 and n = 29. Both user studies took place in a medical team training context and involved virtual human ECAs as fellow team members. The first study's results suggested that increasing physicality increased social presence and elicited more realistic behavior. The second study's results suggested that individual dimensions of physicality affect social presence to different extents.

39 citations

Journal ArticleDOI
TL;DR: Results showed that calibration to altered dimensions of avatars is possible after receiving feedback while acting with the altered avatar, and this work studied the effect that an altered avatar had on the perception of one’s action capabilities.
Abstract: In virtual reality (VR), avatars are graphical representations of people. Previous research highlights benefits of having a self-avatar when perceiving-acting while embedded in a virtual environment. We studied the effect that an altered avatar had on the perception of one's action capabilities. In Experiment 1, some participants acted with a normal, or faithful, avatar whereas another group of participants used an avatar with an extended arm, all in virtual reality. Experiment 2 utilized the same methodology and procedure as Experiment 1, except that only a calibration phase occurred in VR, whereas other phases were completed in the real world. All participants performed reaches to various distances presented visually. Results showed that calibration to altered dimensions of avatars is possible after receiving feedback while acting with the altered avatar. Calibration occurred more quickly when feedback was used to transition from a normal avatar to an altered avatar than when transitioning from the altered avatar back to the normal avatar without feedback. The implications of these findings for training in virtual reality simulations and for transfer to the real world are discussed, along with the implications for the concept of an embodied action schema. (PsycINFO Database Record (c) 2019 APA, all rights reserved).

35 citations

Proceedings ArticleDOI
02 Nov 2020
TL;DR: The findings of a participatory observation study are reported to contribute to a better understanding of young people's engagement with technology and point to future directions for designing safer and more socially satisfying social VR experiences for minors.
Abstract: Social virtual reality (VR) is increasingly becoming an emerging online social ecosystem where multiple users can interact with one another through VR head-mounted displays in 3Dvirtual spaces. The co-existence of minors and adults in social VR presents unique challenges and opportunities regarding how these two groups interact with each other in these shared virtual social spaces, which is a timely and understudied topic in HCI and CHI PLAY. In this paper, we report our findings of a participatory observation study to explore the interaction dynamics between minors and between minors and adults in social VR. Our findings contribute to a better understanding of young people's engagement with technology and point to future directions for designing safer and more socially satisfying social VR experiences for minors.

33 citations


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01 Jan 2016
TL;DR: The the senses considered as perceptual systems is universally compatible with any devices to read, and is available in the book collection an online access to it is set as public so you can get it instantly.
Abstract: Thank you for downloading the senses considered as perceptual systems. Maybe you have knowledge that, people have search hundreds times for their favorite novels like this the senses considered as perceptual systems, but end up in infectious downloads. Rather than enjoying a good book with a cup of coffee in the afternoon, instead they juggled with some malicious bugs inside their desktop computer. the senses considered as perceptual systems is available in our book collection an online access to it is set as public so you can get it instantly. Our books collection hosts in multiple locations, allowing you to get the most less latency time to download any of our books like this one. Kindly say, the the senses considered as perceptual systems is universally compatible with any devices to read.

854 citations

Journal ArticleDOI
01 Jan 2018
TL;DR: A systematic review of 233 separate findings identified from 152 studies that investigate the factors (i.e., immersive qualities, contextual differences, and individual psychological traits) that predict social presence is offered.
Abstract: Social presence, or the feeling of being there with a “real” person, is a crucial component of interactions that take place in virtual reality. This paper reviews the concept, antecedents, and implications of social presence, with a focus on the literature regarding the predictors of social presence. The article begins by exploring the concept of social presence, distinguishing it from two other dimensions of presence—telepresence and self-presence. After establishing the definition of social presence, the article offers a systematic review of 222 separate findings identified from 150 studies that investigate the factors (i.e., immersive qualities, contextual differences, and individual psychological traits) that predict social presence. Finally, the paper discusses the implications of heightened social presence and when it does and does not enhance one’s experience in a virtual environment.

348 citations

01 Jan 2016
TL;DR: In this article, a psychophysics introduction to its perceptual neural and social prospects is presented, where the authors describe how people search numerous times for their favorite readings, such as this one, but end up in harmful downloads, and cope with some infectious bugs inside their desktop computer.
Abstract: Thank you for reading psychophysics introduction to its perceptual neural and social prospects. As you may know, people have search numerous times for their favorite readings like this psychophysics introduction to its perceptual neural and social prospects, but end up in harmful downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they cope with some infectious bugs inside their desktop computer.

211 citations