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Physical Sciences and Mathematics

Edith Cowan University

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, Alan D. Fraser, Isabella Branson, Ross C. Hollett, Craig P. Speelman, Shane L. Rogers Dec 2022

Expressiveness Of Real-Time Motion Captured Avatars Influences Perceived Animation Realism And Perceived Quality Of Social Interaction In Virtual Reality, Alan D. Fraser, Isabella Branson, Ross C. Hollett, Craig P. Speelman, Shane L. Rogers

Research outputs 2022 to 2026

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 …


Realistic Motion Avatars Are The Future For Social Interaction In Virtual Reality, Shane L. Rogers, Rebecca Broadbent, Jemma Brown, Allan Fraser, Craig P. Speelman Jan 2022

Realistic Motion Avatars Are The Future For Social Interaction In Virtual Reality, Shane L. Rogers, Rebecca Broadbent, Jemma Brown, Allan Fraser, Craig P. Speelman

Research outputs 2022 to 2026

This study evaluated participant self-reported appraisal of social interactions with another person in virtual reality (VR) where their conversational partner was represented by a realistic motion avatar. We use the term realistic motion avatar because: 1. The avatar was modelled to look like the conversational partner it represented, and 2. Full face and body motion capture was utilised so that the avatar mimicked the facial and body language of the conversational partner in real-time. We compared social interaction in VR with face-to-face interaction across two communicative contexts: 1. Getting acquainted conversation, and 2. A structured interview where the participant engaged …