2016 IEEE Virtual Reality (VR) 2016
DOI: 10.1109/vr.2016.7504761
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Avatar realism and social interaction quality in virtual reality

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Cited by 120 publications
(46 citation statements)
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“…In particular, they demonstrated that embodying users in anthropomorphic and realistic avatars also increase their own sense of presence [24], and more generally enhance their whole VR experience [3,32]. For instance, it was demonstrated that changing the avatar representation had a direct effect on the quality of social interaction in shared VEs, and more precisely that social interactions tend to be impeded with non-realistic avatars [31].…”
Section: Evaluating Vr Shared Experiencesmentioning
confidence: 99%
“…In particular, they demonstrated that embodying users in anthropomorphic and realistic avatars also increase their own sense of presence [24], and more generally enhance their whole VR experience [3,32]. For instance, it was demonstrated that changing the avatar representation had a direct effect on the quality of social interaction in shared VEs, and more precisely that social interactions tend to be impeded with non-realistic avatars [31].…”
Section: Evaluating Vr Shared Experiencesmentioning
confidence: 99%
“…It indicates an impact of the appearance of the other's avatar on self-perception towards the own body. The latter is known to be of a certain plasticity if the own avatar's appearance is changed with respect to, e.g., gender , posture [De la Peña et al 2010], figure [Normand et al 2011], skin color [Peck et al 2013, age and size [Banakou et al 2013], or degree of realism and anthropomorphism Lugrin et al 2015;Roth et al 2016a]. Our results indicate that in social interactions in VR, the appearance of the other's avatars additionally influences our self-perception.…”
Section: Discussionmentioning
confidence: 63%
“…Various effects of avatar embodiment and the change of the avatar appearance are known and are studied in fully immersive VR systems (e.g., [Spanlang et al 2014]) as well as in partly immersive VR systems (e.g., ). Avatar variants explored include change of gender , posture [De la Peña et al 2010], figure [Normand et al 2011], skin color [Peck et al 2013], age and size [Banakou et al 2013], or degree of realism and anthropomorphism Lugrin et al 2015;Roth et al 2016a]. Such studies vary avatar appearance as well as stimulus presentation (e.g., degree of immersion, user perspective) to find out the effects of our own avatars and their presentation on said psychophysical effects.…”
Section: Related Workmentioning
confidence: 99%
“…The impact of a self‐avatar has been investigated in many ways (e.g., the visual embodiment of the user) . The self‐avatar in a collaborative MR has crucial functions in addition to those of single‐user MR environments, as the avatar is used for communication, including determining position, identification, visualization of focus of attention, and recognition of gesture and actions …”
Section: Related Workmentioning
confidence: 99%