Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality
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 expressivene...
Ausführliche Beschreibung
Autor*in: |
A. D. Fraser [verfasserIn] I. Branson [verfasserIn] R. C. Hollett [verfasserIn] C. P. Speelman [verfasserIn] S. L. Rogers [verfasserIn] |
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E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2022 |
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Übergeordnetes Werk: |
In: Frontiers in Virtual Reality - Frontiers Media S.A., 2020, 3(2022) |
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Übergeordnetes Werk: |
volume:3 ; year:2022 |
Links: |
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DOI / URN: |
10.3389/frvir.2022.981400 |
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Katalog-ID: |
DOAJ014397560 |
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10.3389/frvir.2022.981400 doi (DE-627)DOAJ014397560 (DE-599)DOAJ99b7c0f57b3e43b0aaa703b1d3816af7 DE-627 ger DE-627 rakwb eng QA75.5-76.95 A. D. Fraser verfasserin aut Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality 2022 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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 perceptions of animation realism and interaction quality. Post-experiment questions revealed that many of our participants (approximately 40%) indicated the avatar with the highest face and body expressiveness as having the most realistic face and body expressions. The same proportion also indicated the avatar with the highest face and body expressiveness as being the most comforting and enjoyable avatar to interact with. Our results suggest that higher levels of face and body expressiveness are important for enhancing perceptions of realism and interaction quality within a social interaction in VR using motion capture. virtual reality avatar animation realism face realism body realism social interaction Electronic computers. Computer science I. Branson verfasserin aut R. C. Hollett verfasserin aut C. P. Speelman verfasserin aut S. L. Rogers verfasserin aut In Frontiers in Virtual Reality Frontiers Media S.A., 2020 3(2022) (DE-627)1695615352 26734192 nnns volume:3 year:2022 https://doi.org/10.3389/frvir.2022.981400 kostenfrei https://doaj.org/article/99b7c0f57b3e43b0aaa703b1d3816af7 kostenfrei https://www.frontiersin.org/articles/10.3389/frvir.2022.981400/full kostenfrei https://doaj.org/toc/2673-4192 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 3 2022 |
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10.3389/frvir.2022.981400 doi (DE-627)DOAJ014397560 (DE-599)DOAJ99b7c0f57b3e43b0aaa703b1d3816af7 DE-627 ger DE-627 rakwb eng QA75.5-76.95 A. D. Fraser verfasserin aut Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality 2022 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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 perceptions of animation realism and interaction quality. Post-experiment questions revealed that many of our participants (approximately 40%) indicated the avatar with the highest face and body expressiveness as having the most realistic face and body expressions. The same proportion also indicated the avatar with the highest face and body expressiveness as being the most comforting and enjoyable avatar to interact with. Our results suggest that higher levels of face and body expressiveness are important for enhancing perceptions of realism and interaction quality within a social interaction in VR using motion capture. virtual reality avatar animation realism face realism body realism social interaction Electronic computers. Computer science I. Branson verfasserin aut R. C. Hollett verfasserin aut C. P. Speelman verfasserin aut S. L. Rogers verfasserin aut In Frontiers in Virtual Reality Frontiers Media S.A., 2020 3(2022) (DE-627)1695615352 26734192 nnns volume:3 year:2022 https://doi.org/10.3389/frvir.2022.981400 kostenfrei https://doaj.org/article/99b7c0f57b3e43b0aaa703b1d3816af7 kostenfrei https://www.frontiersin.org/articles/10.3389/frvir.2022.981400/full kostenfrei https://doaj.org/toc/2673-4192 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 3 2022 |
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Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality |
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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 perceptions of animation realism and interaction quality. Post-experiment questions revealed that many of our participants (approximately 40%) indicated the avatar with the highest face and body expressiveness as having the most realistic face and body expressions. The same proportion also indicated the avatar with the highest face and body expressiveness as being the most comforting and enjoyable avatar to interact with. Our results suggest that higher levels of face and body expressiveness are important for enhancing perceptions of realism and interaction quality within a social interaction in VR using motion capture. |
abstractGer |
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 perceptions of animation realism and interaction quality. Post-experiment questions revealed that many of our participants (approximately 40%) indicated the avatar with the highest face and body expressiveness as having the most realistic face and body expressions. The same proportion also indicated the avatar with the highest face and body expressiveness as being the most comforting and enjoyable avatar to interact with. Our results suggest that higher levels of face and body expressiveness are important for enhancing perceptions of realism and interaction quality within a social interaction in VR using motion capture. |
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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 perceptions of animation realism and interaction quality. Post-experiment questions revealed that many of our participants (approximately 40%) indicated the avatar with the highest face and body expressiveness as having the most realistic face and body expressions. The same proportion also indicated the avatar with the highest face and body expressiveness as being the most comforting and enjoyable avatar to interact with. Our results suggest that higher levels of face and body expressiveness are important for enhancing perceptions of realism and interaction quality within a social interaction in VR using motion capture. |
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