Gabrielle Pires Alves
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MSc (University of Sao Paulo, 2023)
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MBA (University of Sao Paulo, 2018)
Topic
Virtual Spaces, Real Perceptions: Analyzing Crowding in Virtual Environments
Department of Computer Science
Date & location
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Thursday, August 15, 2024
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3:00 P.M.
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Engineering & Computer Science Building Room 468
Reviewers
Supervisory Committee
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Dr. Brandon Haworth, Department of Computer Science, University of Victoria (Supervisor)
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Dr. Yvonne Coady, Department of Computer Science, UVic (Member)
External Examiner
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Dr. Marianne Black, Department of Mechanical Engineering, UVic
Chair of Oral Examination
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Dr. David Kennedy, School of Exercise Science, Physical and Health Education, UVic
Abstract
This thesis explores the dynamics of crowding perceptions and emotional responses within virtual environments, focusing on the impact of avatar density and representation. The study aims to extend the understanding of how digital spaces influence user experiences, particularly as interactions increasingly transition to virtual platforms.
The research problem centers on how varying crowd densities and different avatar representations affect user perceptions and emotional responses. The study addresses four primary research questions: the consistency of crowding perceptions and emotional responses (RQ1), the threshold densities at which emotional responses significantly change (RQ2), the impact of different avatar representations on perceptions and responses (RQ3), and the linear relationship between avatar density and perceived crowding (RQ4).
Using a within-subjects experimental design, participants were exposed to virtual environments with varying densities of particle, 2D, and 3D avatars. Data were collected on users’ crowding perceptions and emotional responses (valence, arousal, dominance). Results revealed significant inconsistencies in crowding perceptions and emotional responses across multiple exposures, highlighting the critical role of avatar representation. 3D avatars led to more consistent experiences compared to particle and 2D avatars. Threshold densities at which emotional responses changed were identified, with density 8 being a significant point across various measures. Different avatar representations significantly impacted perceptions and responses, with particle avatars generally resulting in less intense emotional responses. Linear relationships were found between avatar density, perceived crowding, and emotional responses.
The findings emphasize the importance of avatar representation in virtual environment design, contributing to a broader understanding of crowding in both virtual and physical settings. This research bridges the gap between traditional architectural practice and virtual environments, offering practical recommendations for enhancing user comfort, satisfaction, and well-being in digital spaces.