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Are avatars treated like human obstacles during aperture crossing in virtual environments?
Amy L Hackney1, Michael E Cinelli2, William H Warren3
1Department of Kinesiology, University of Waterloo, Waterloo, ON, Canada.
Gait & Posture
|June 4, 2020
Summary
Virtual reality walking behavior mirrors real-world obstacle interactions, showing no significant difference when passing through apertures made by avatars versus poles. This suggests virtual humans may be perceived as static obstacles.
Area of Science:
- Human-Computer Interaction
- Virtual Reality
- Biomechanics
Background:
- Real-world studies show distinct avoidance behaviors when navigating apertures defined by humans versus inanimate objects.
- Virtual reality (VR) offers a controlled environment to investigate human locomotion and spatial navigation.
- Previous research suggests a difference in how people navigate around virtual poles versus virtual humans.
Purpose of the Study:
- To investigate if individuals walking in a virtual reality environment exhibit different aperture-passing behaviors with avatar-defined apertures compared to pole-defined apertures.
- To determine if the observed differences in real-world obstacle avoidance translate to virtual environments.
Main Methods:
- Eleven healthy young adults walked through virtual apertures in a head-mounted VR display.
- Apertures were created by either two virtual pole obstacles or two virtual avatar obstacles.
- Aperture width varied between 1.0-1.8 times participants' shoulder width.
Main Results:
- No significant differences were found in shoulder rotation angle, onset of rotation, walking speed, or velocity at the time of crossing.
- These results were consistent regardless of whether the aperture was formed by virtual poles or avatars.
- The distinct avoidance behaviors observed in real-world settings were not replicated in this virtual reality experiment.
Conclusions:
- The differences in avoidance behaviors between human and pole obstacles in real-world settings do not appear to translate to virtual reality environments.
- Static virtual avatars may be perceived and navigated similarly to inanimate obstacles, lacking the perceived agency of real humans.
- Further research could explore the impact of avatar movement and interaction on navigation behaviors in VR.

