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Final acceptance to ISMAR 2023 Journal Track

Hayeon Kim, Jinhyung Park, and In-Kwon Lee's paper ""To Be or Not to Be Me?": Exploration of Self-Similar Effects of Avatars on Social Virtual Reality Experiences" has been accepted for the journal track of the 22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR) conference. The paper will be presented at the ISMAR 2023 conference in Sydney, Australia, October 16-20, and will be published in the IEEE Transactions on Visualization and Computer Graphics, a top-tier journal in computer graphics. The paper is the first to analyze in-depth the different experiences users have with avatars that are similar to them versus avatars that are not similar to them in a social VR environment. When using self-similar avatars, users experienced a higher sense of embodiment and social presence. On the other hand, presence, an important aspect of the VR experience, was not significantly related to the self-similarity of the avatar. Furthermore, self-similar avatars were found to decrease immersion, another important aspect of the VR experience. This could be due to increased self-awareness, which makes people more cautious of their behavior, which inhibits immersion. In addition, it was found that the voice similarity of the avatar was more important to the VR experience than the visual similarity.
κΉ€ν•˜μ—°, λ°•μ§„ν˜•, 이인ꢌ의 paper "β€œTo Be or Not to Be Me?": Exploration of Self-Similar Effects of Avatars on Social Virtual Reality Experiences” κ°€ 제 22회 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) ν•™μˆ λŒ€νšŒμ˜ 저널 νŠΈλž™μ— μ΅œμ’… acceptλ˜μ—ˆλ‹€. 이 paperλŠ” μ˜€λŠ” 2023λ…„ 10μ›” 16일뢀터 20μΌκΉŒμ§€ 호주 μ‹œλ“œλ‹ˆμ—μ„œ μ—΄λ¦¬λŠ” ISMAR 2023 ν•™μˆ λŒ€νšŒμ—μ„œ λ°œν‘œλ˜λŠ” λ™μ‹œμ— computer graphicsλΆ„μ•Όμ˜ top-tier journal인 IEEE Transactions on Visualization and Computer Graphics에 게재될 μ˜ˆμ •μ΄λ‹€. 이 논문은 social VR ν™˜κ²½μ—μ„œ μ‚¬μš©μžμ™€ μœ μ‚¬ν•œ 아바타와 μœ μ‚¬ν•˜μ§€ μ•Šμ€ 아바타λ₯Ό μ‚¬μš©ν–ˆμ„ λ•Œ μ‚¬μš©μžμ˜ λ‹€μ–‘ν•œ κ²½ν—˜μ„ μ‹¬λ„μžˆκ²Œ λΆ„μ„ν•œ 졜초의 연ꡬ κ²°κ³Όλ₯Ό λ‹΄κ³  μžˆλ‹€. μžκΈ°μ™€ μœ μ‚¬ν•œ 아바타λ₯Ό μ‚¬μš©ν•  λ•Œ μ‚¬μš©μžλŠ” 높은 ꡬ체화 (embodiment) 감각과 μ‚¬νšŒμ  μ‘΄μž¬κ°μ„ λŠλ‚„ 수 μžˆμ—ˆλ‹€. λ°˜λ©΄μ— VR κ²½ν—˜μ—μ„œ μ€‘μš”ν•œ μš”μ†ŒμΈ ν˜„μ‘΄κ° (presence) 은 μ•„λ°”νƒ€μ˜ 자기 μœ μ‚¬μ„± 여뢀와 큰 상관이 μ—†μ—ˆλ‹€. κ²Œλ‹€κ°€ 자기 μœ μ‚¬ μ•„λ°”νƒ€λŠ” VR κ²½ν—˜μ˜ λ˜λ‹€λ₯Έ μ€‘μš” μš”μ†ŒμΈ λͺ°μž…감 (immersion) 을 였히렀 μ €ν•˜μ‹œν‚€λŠ” κ²ƒμœΌλ‘œ λ‚˜νƒ€λ‚¬λ‹€. μ΄λŠ” 자기 인식 (self-awareness) 이 λ†’μ•„μ§€λ©΄μ„œ, 남듀 λˆˆμ— λΉ„μΉ˜λŠ” μžμ‹ μ˜ 행동을 μ‘°μ‹¬ν•˜κ²Œ 되며, 이것이 λͺ°μž…감을 μ €ν•΄ν•˜λŠ” κ²ƒμœΌλ‘œ ν•΄μ„λœλ‹€. λ˜ν•œ μ•„λ°”νƒ€μ˜ 자기 μœ μ‚¬μ„± 쀑 λΉ„μ£Όμ–Ό 적인 μš”μ†Œλ³΄λ‹€λŠ” 였히렀 μŒμ„±μ˜ μœ μ‚¬μ„± μ—¬λΆ€κ°€ VR κ²½ν—˜μ— κ°€μž₯ μ€‘μš”ν•œ 영ν–₯을 λ―ΈμΉ˜λŠ” κ²ƒμœΌλ‘œ ν•΄μ„λ˜μ—ˆλ‹€.