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Investigating proxemics between avatars in virtual reality
KTH, School of Electrical Engineering and Computer Science (EECS).
2019 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Undersöka proxemik mellan avatarer i virtuell verklighet (Swedish)
Abstract [en]

Virtual reality (VR) is being used in a large variety of areas nowadays. To take advantage of VR systems and use them as the substitutions of the physical world in social research, it is necessary to verify that results from experiments in virtual environments are coherent with those expected in the real world. In this study, proxemics was selected to establish consistency between virtual environments (VE) and real environments (RE). Proxemics is a branch of study about personal space and its effects on human behavior. This study mainly focused on the following aspects in proxemics: personal space theory, gender effect on interpersonal distance perception, equilibrium theory, and conversation status effect on mutual gaze. 34 participants (19M:15F) were recruited for the experiment. During the experiment, participants were asked to play the Twenty Questions game in groups of two in both VE and RE. Meanwhile, eye gaze data and interpersonal distance perception ratings were collected. The results were as followed. 1) As in personal space theory, participants associated the same interpersonal relationships with specific interpersonal distances, 2) gender did not have significant effect on personal space, 3) as in equilibrium theory, distance had significant effect on mutual gaze duration, but only when comparing mutual gaze duration under the intimate distance and other distances, 4) and there were more mutual gaze occurring when the dyad was in conversation as concluded from other studies. Causes and limitations in this study were discussed later to address the inconsistency between this study and the corresponding theories.

Abstract [sv]

Virtual reality (VR) används på många olika områden. För att utnyttja VR-system och använda dem som fysiska världen i social forskning är det nödvändigt att verifiera att resultaten från experiment i virtuella miljöer är sammanhängande med de i den riktiga världen. I denna studie valdes proxemics för att skapa konsekvens mellan virtuella miljöer (VE) och riktiga miljöer (RE). Proxemics är en gren av studier om personligt utrymme och dess effekter på mänskligt beteende. Denna studie fokuserade på följande aspekter i proxemics: personlig rymdteori, könseffekt på interpersonell avståndsuppfattning, jämviktsteori och konversationsstatuseffekt på ömsesidig blick. 34 deltagare (19M: 15F) rekryterades för experimentet. Under experimentet spelade deltagarna Twenty Questions-spelet i grupper om två i både VE och RE. Samtidigt samlades ögonblåsningsdata och interpersonella distansuppfattningsvärden. Resultaten var som följer. 1) Liksom i den personlig rymdteori hade deltagarna samma interpersonella relationer med specifika interpersonella avstånd, 2) kön hade ingen signifikant effekt på personligt utrymme, 3) liksom i jämviktsteori hade avstånd signifikant effekt på ömsesidig blicklängd men endast när jämföra ömsesidig blicklängd under det intima avståndet och andra avstånd, 4) och det fanns mer ömsesidig blick när dyaden var i konversation som slutsats från andra studier. Orsaker och begränsningar i denna studie diskuterades senare för att förklara inkonsekvensen mellan denna studie och motsvarande teorier.

Place, publisher, year, edition, pages
2019. , p. 17
Series
TRITA-EECS-EX ; 2019:675
Keywords [en]
Proxemics; Personal Space; Virtual Reality; Mediated Interaction;
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-265528OAI: oai:DiVA.org:kth-265528DiVA, id: diva2:1377802
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Available from: 2020-01-29 Created: 2019-12-12 Last updated: 2020-01-29Bibliographically approved

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