Stephan Streuber

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Humans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of their own body and have little to no experience with other human avatars/characters. However, virtual(More)
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (VEs), because self-avatars provide the user with a visual representation of his/her own body. Consequently having a self-avatar might lead to more realistic human behavior in VEs. To test this hypothesis we compared human behavior in VE with and without(More)
The social context in which an action is embedded provides important information for the interpretation of an action. Is this social context integrated during the visual recognition of an action? We used a behavioural visual adaptation paradigm to address this question and measured participants' perceptual bias of a test action after they were adapted to(More)
Social context modulates action kinematics. Less is known about whether social context also affects the use of task relevant visual information. We tested this hypothesis by examining whether the instruction to play table tennis competitively or cooperatively affected the kind of visual cues necessary for successful table tennis performance. In two(More)
The goal of the Turtlesurf project described in this tech-note is to design, implement and evaluate a multimodal installation that should provide a good user experience in a virtual 3D world. For this purpose we combine audiovisual media forms and different types of haptic/tactile feedback. For the latter, we focus on the application of vibrational(More)
Vection refers to illusion of self motion in stationary obervers usually by means of moving visual stimuli [Fischer and Kornmüller 1930]. Linear vection naturally occurs when seated in a train and observing another train on an adjacent track start moving. The very compelling but brief illusion happens as observers are not paying particular attention to(More)
This paper outlines our recent research that is providing users with a 3D avatar representation, and in particular focuses on studies in which the avatar is self-animated in real time. We use full body motion tracking, so when participants move their hands and feet, these movements are mapped onto the avatar. In a recent study (Dodds et al., CASA 2010), we(More)
Human body shape variations can be measured physically and described verbally (e.g., curvy, stocky), though little is known about the relationship between body shapes and descriptions. We examined this relationship by linking two similarity spaces: one created from body descriptions (descriptor space) and the other from full-body laser scans (shape space).(More)
We investigated the influence of body shape and pose on the perception of physical strength and social power for male virtual characters. In the first experiment, participants judged the physical strength of varying body shapes, derived from a statistical 3D body model. Based on these ratings, we determined three body shapes (<i>weak, average, and(More)
Realistic, metrically accurate, 3D human avatars are useful for games, shopping, virtual reality, and health applications. Such avatars are not in wide use because solutions for creating them from high-end scanners, low-cost range cameras, and tailoring measurements all have limitations. Here we propose a simple solution and show that it is surprisingly(More)