The Proteus effect in Virtual Reality (VR) happens when the user's behavior or attitude are affected by their avatar's appearance. The virtual body appearance is somehow affecting the emotional, behavioral and psychological state of its user. In recent years, manipulation of an avatar has become a more common situation because of social VR platforms. It is considered that the Proteus effect can be induced even for social VR users. However, there are possibilities to disrupt the Proteus effect by becoming accustomed to embodying an avatar or attachment to their avatar.
%0 Conference Paper
%1 10.1007/978-3-031-21707-4_11
%A Oyanagi, Akimi
%A Narumi, Takuji
%A Lugrin, Jean-Luc
%A Aoyama, Kazuma
%A Ito, Kenichiro
%A Amemiya, Tomohiro
%A Hirose, Michitaka
%B International Conference on Human-Computer Interaction
%C Cham
%D 2022
%I Springer Nature Switzerland
%K arts avatar creativity embodiment myown proteus social
%P 143--158
%R https://doi.org/10.1007/978-3-031-21707-4_11
%T The Possibility of Inducing the Proteus Effect for Social VR Users
%U https://link.springer.com/chapter/10.1007/978-3-031-21707-4_11
%X The Proteus effect in Virtual Reality (VR) happens when the user's behavior or attitude are affected by their avatar's appearance. The virtual body appearance is somehow affecting the emotional, behavioral and psychological state of its user. In recent years, manipulation of an avatar has become a more common situation because of social VR platforms. It is considered that the Proteus effect can be induced even for social VR users. However, there are possibilities to disrupt the Proteus effect by becoming accustomed to embodying an avatar or attachment to their avatar.
%@ 978-3-031-21707-4
@inproceedings{10.1007/978-3-031-21707-4_11,
abstract = {The Proteus effect in Virtual Reality (VR) happens when the user's behavior or attitude are affected by their avatar's appearance. The virtual body appearance is somehow affecting the emotional, behavioral and psychological state of its user. In recent years, manipulation of an avatar has become a more common situation because of social VR platforms. It is considered that the Proteus effect can be induced even for social VR users. However, there are possibilities to disrupt the Proteus effect by becoming accustomed to embodying an avatar or attachment to their avatar.},
added-at = {2022-11-30T06:07:10.000+0100},
address = {Cham},
author = {Oyanagi, Akimi and Narumi, Takuji and Lugrin, Jean-Luc and Aoyama, Kazuma and Ito, Kenichiro and Amemiya, Tomohiro and Hirose, Michitaka},
biburl = {https://www.bibsonomy.org/bibtex/2e635a1e60fa8a1b41cfa4017526e42e0/hci-uwb},
booktitle = {International Conference on Human-Computer Interaction},
doi = {https://doi.org/10.1007/978-3-031-21707-4_11},
interhash = {906a80f24db6f16794bac88f1be71fc7},
intrahash = {e635a1e60fa8a1b41cfa4017526e42e0},
isbn = {978-3-031-21707-4},
keywords = {arts avatar creativity embodiment myown proteus social},
pages = {143--158},
publisher = {Springer Nature Switzerland},
timestamp = {2024-11-21T09:27:11.000+0100},
title = {The Possibility of Inducing the Proteus Effect for Social VR Users},
url = {https://link.springer.com/chapter/10.1007/978-3-031-21707-4_11},
year = 2022
}