Avatar realism and social interaction quality in virtual reality

Roth D, Lugrin JL, Galakhov D, Hofmann A, Bente G, Latoschik ME, Fuhrmann A (2016)


Publication Type: Conference contribution

Publication year: 2016

Publisher: IEEE Computer Society

Book Volume: 2016-July

Pages Range: 277-278

Conference Proceedings Title: Proceedings - IEEE Virtual Reality

Event location: Greenville, SC US

ISBN: 9781509008360

DOI: 10.1109/VR.2016.7504761

Abstract

In this paper, we describe an experimental method to investigate the effects of reduced social information and behavioral channels in immersive virtual environments with full-body avatar embodiment. We compared physical-based and verbal-based social interactions in real world (RW) and virtual reality (VR). Participants were represented by abstract avatars that did not display gaze, facial expressions or social cues from appearance. Our results show significant differences in terms of presence and physical performance. However, differences in effectiveness in the verbal task were not present. Participants appear to efficiently compensate for missing social and behavioral cues by shifting their attentions to other behavioral channels.

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How to cite

APA:

Roth, D., Lugrin, J.L., Galakhov, D., Hofmann, A., Bente, G., Latoschik, M.E., & Fuhrmann, A. (2016). Avatar realism and social interaction quality in virtual reality. In Victoria Interrante, Tobias Hollerer, Evan Suma, Anatole Lecuyer (Eds.), Proceedings - IEEE Virtual Reality (pp. 277-278). Greenville, SC, US: IEEE Computer Society.

MLA:

Roth, Daniel, et al. "Avatar realism and social interaction quality in virtual reality." Proceedings of the 18th IEEE Virtual Reality Conference, VR 2016, Greenville, SC Ed. Victoria Interrante, Tobias Hollerer, Evan Suma, Anatole Lecuyer, IEEE Computer Society, 2016. 277-278.

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