Walking in Virtual Reality: Count
Recently as part of CGT 511 I had the chance to produce a followup study on virtual crowds, this time evaluating the effect that participants will have from a change of various virtual characters. The study had 5 cases, a default case with mannequins, a case with typical realistic characters, a case with cartoony characters, a case with zombie characters, a case with fantasy characters. This was measured with 4 cases, the average speed of participants, the deviation of the participants, the average interpersonal distance of the characters, and the total length of the participants walk. Significance was found for both the speed and the average interpersonal distance. In the first case of speed, it was found that there was a significant difference between the cases of cartoony and zombies, and cartoony and fantasy characters. There was also significance between humans and zombies, and fantasy and zombies.