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Effect of Avatar Head Movement on Communication Behaviour, Experience of Presence and Conversation Success in Triadic Conversations (2504.20844v1)

Published 29 Apr 2025 in cs.HC and cs.SD

Abstract: Interactive communication in virtual reality can be used in experimental paradigms to increase the ecological validity of hearing device evaluations. This requires the virtual environment to elicit natural communication behaviour in listeners. This study evaluates the effect of virtual animated characters' head movements on participants' communication behaviour and experience. Triadic conversations were conducted between a test participant and two confederates. To facilitate the manipulation of head movements, the conversation was conducted in telepresence using a system that transmitted audio, head movement data and video with low delay. The confederates were represented by virtual animated characters (avatars) with different levels of animation: Static heads, automated head movement animations based on speech level onsets, and animated head movements based on the transmitted head movements of the interlocutors. A condition was also included in which the videos of the interlocutors' heads were embedded in the visual scene. The results show significant effects of animation level on the participants' speech and head movement behaviour as recorded by physical sensors, as well as on the subjective sense of presence and the success of the conversation. The largest effects were found for the range of head orientation during speech and the perceived realism of avatars. Participants reported that they were spoken to in a more helpful way when the avatars showed head movements transmitted from the interlocutors than when the avatars' heads were static. We therefore conclude that the representation of interlocutors must include sufficiently realistic head movements in order to elicit natural communication behaviour.

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