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, Notre première étude démontre la possibilité d'avoir recours au point de vue à la troisième personne en réalité virtuelle, tout en conservant un sentiment d'incarnation élevé. Nos résultats permettent également d'identifier les potentialités octroyées par les points de vue à la première et à la troisième personne concernant la capacité de perception et les performances des utilisateurs en matière de navigation et, 2017.

, La première phase de notre série d'expérimentations portant sur l'impact de la fidélité visuelle des avatars démontre l'impact positif de la similarité entre l'apparence de l'utilisateur et celle de l'avatar sur l'évaluation de l'attractivité des modèles. Nos résultats illustrent également l'influence de l'estime de soi et de la véracité des modèles 3D sur le processus de sélection de personnages, 2018.

, La deuxième phase de cette série d'expérimentation démontre l'impact positif de la véracité des avatars sur le sentiment d'incarnation, ainsi que son effet sur l'expérience subjective et le comportement des utilisateurs. Ainsi, les représentations abstraites induisent une déconnexion accrue de la réalité, tandis que l'incarnation d'un double virtuel incite l'utilisateur à préserver l'intégrité de son avatar

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A. C. Annexes-À-l'expérimentation, , vol.2

C. , Guide d'entretien post-passation

C. Tableau, 1 -Guide d'entretien post-passation de l'expérimentation 2.2

, As-tu ressenti un quelconque malaise (malade, gêne liée au matériel

, Quel personnage as-tu préféré contrôler ?

, As-tu eu l'impression de devenir ce personnage ?

, Étais-tu principalement concentré/focalisé sur les événements de l'environnement virtuel ou avais-tu encore conscience du monde réel ?

, As-tu adopté une stratégie différente lors des différents événements en fonction du personnage ? 7 As-tu d'autres remarques ?