Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology 2017
DOI: 10.1145/3139131.3139156
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The effect of avatar realism in immersive social virtual realities

Abstract: This paper investigates the effect of avatar realism on embodiment and social interactions in Virtual Reality (VR). We compared abstract avatar representations based on a wooden mannequin with high fidelity avatars generated from photogrammetry 3D scan methods. Both avatar representations were alternately applied to participating users and to the virtual counterpart in dyadic social encounters to examine the impact of avatar realism on selfembodiment and social interaction quality. Users were immersed in a vir… Show more

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Cited by 253 publications
(133 citation statements)
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“…al. [38] studied the impact of avatar realism on the experience of embodiment and quality of social interaction. They compared a neutral abstract avatar representation (wooden mannequin) with high fidelity scans of real humans.…”
Section: Virtual Realismmentioning
confidence: 99%
“…al. [38] studied the impact of avatar realism on the experience of embodiment and quality of social interaction. They compared a neutral abstract avatar representation (wooden mannequin) with high fidelity scans of real humans.…”
Section: Virtual Realismmentioning
confidence: 99%
“…De leur côté, Steptoe et al montrent que l'ajout du comportement oculaire sur l'avatar à travers le suivi du regard permet d'améliorer les interactions sociales [16]. L'étude de Latoschik et al montre un effet positif du réalisme visuel de l'avatar de l'autre (avatar abstrait Vs avatar photo-réaliste préconstruit) sur la perception de soi dans l'EV [10]. Enfin, L'étude de Roth et al montre que les utilisateurs compensent l'absence des comportements non verbaux lors de l'utilisation d'avatars non visuellement réalistes pour améliorer leurs interactions sociales [14].…”
Section: Etat De L'artunclassified
“…La performance collaborative sera évaluée à travers la durée nécessaire aux participants pour guider l'expérimentateur à sélectionner correctement l'objet 3D indiqué, le nombre d'erreurs de sélection de cet objet, la durée nécessaire aux participants pour retrouver le bon code ainsi que le nombre de codes erronés. Nous allons également évaluer les sentiments de coprésence et de présence sociale des participants avec leur partenaire en se basant sur le questionnaire proposé par Latoschik et al [10].…”
Section: Tâches Et Mesures Expérimentalesunclassified
“…In this connection P.M. Daineko marks, -the status-role affiliation of communicants, including experts, is beginning to acquire a mobile and often conditional character‖ [10]. A number of authors consider the effects of user identification with an avatar [11] [12], mark the appearance of the Proteus effect [13] [14], which consists in an individual's adjustment of his behavior after the experience of managing a virtual embodiment. We believe that the avatar phenomenon lies in the field of game characteristics, the possibility of a partial transfer of one's personality and its subsequent editing.…”
Section: Introductionmentioning
confidence: 99%