2022
DOI: 10.3389/frvir.2022.981400
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Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality

Abstract: Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing in popularity. However, the impact of different levels of avatar expressiveness on the user experience is not well understood. In the present study we manipulated levels of face and body expressiveness of avatars while investigating participant perceptions of animation realism and interaction quality when disclosing positive and negative experiences in VR. Moderate positive associations were observed between pe… Show more

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Cited by 7 publications
(2 citation statements)
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“…In this context, the interaction‐based features include both the global characteristics of the whole body‐trajectory (e.g., whole body trajectory adaptations to navigate an environment without collisions), and the local characteristics of the motion during such situations of interaction. In addition, let us note that our survey only focuses on the realism of VHs and did not include all the studies related to avatar realism during social interactions, which of course are an important and active research area (e.g., [FBH*22,RBB*22,HOB20,LRG*17,GSV*03]).…”
Section: Taxonomy Of Animation Features Influencing Virtual Human Rea...mentioning
confidence: 99%
“…In this context, the interaction‐based features include both the global characteristics of the whole body‐trajectory (e.g., whole body trajectory adaptations to navigate an environment without collisions), and the local characteristics of the motion during such situations of interaction. In addition, let us note that our survey only focuses on the realism of VHs and did not include all the studies related to avatar realism during social interactions, which of course are an important and active research area (e.g., [FBH*22,RBB*22,HOB20,LRG*17,GSV*03]).…”
Section: Taxonomy Of Animation Features Influencing Virtual Human Rea...mentioning
confidence: 99%
“…While animation has been widely used in various fields such as entertainment, advertising, and education, it also has its negative influences. For instance, work 79 founds that the expressiveness of real‐time motion captured avatars can influence perceived animation realism and perceived quality of social interaction in VR. This suggests that the design and implementation of animation in VR need to be carefully considered to ensure a positive user experience.…”
Section: Societal Impacts Of Animationmentioning
confidence: 99%