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Influence of Avatar Appearance and Target Distance on Locomotion Method Selection in Virtual Reality.

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    Virtual reality (VR) users walk more when avatars are not obese and target distances are short. Avatar appearance and distance influence VR locomotion choices, promoting physical activity.

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    Area of Science:

    • Virtual Reality (VR) and Human-Computer Interaction (HCI)
    • Biomechanics and Exergaming

    Background:

    • Room-scale virtual reality (VR) locomotion offers potential for increased physical activity.
    • Sedentary lifestyles pose health risks, making VR a possible intervention tool.
    • Understanding user motivation for physical movement (walking vs. teleportation) in VR is crucial.

    Purpose of the Study:

    • To investigate factors influencing locomotion behavior in VR, specifically walking versus teleportation.
    • To examine the impact of avatar appearance (body completeness, weight, clothing) and target distance on locomotion choices.

    Main Methods:

    • A within-subjects study involving 24 participants.
    • Manipulation of avatar appearance: full-body vs. upper-body only, normal vs. obese weight, casual vs. superhero armor.
    • Manipulation of target distances: 1.5m, 3.0m, and 4.5m.

    Main Results:

    • Avatar obesity significantly decreased walking for full-body avatars.
    • Shorter target distances (up to a threshold) increased the likelihood of walking over teleporting.
    • Perceived user similarity to the avatar positively correlated with willingness to walk.

    Conclusions:

    • Avatar design (particularly avoiding obesity representation in full-body avatars) and environmental design (target distance) can influence VR locomotion.
    • Findings can inform the design of VR applications, such as exergames, to encourage greater physical activity.
    • Enhancing user-avatar similarity may promote more embodied and physically active VR experiences.