Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
119 tokens/sec
GPT-4o
56 tokens/sec
Gemini 2.5 Pro Pro
43 tokens/sec
o3 Pro
6 tokens/sec
GPT-4.1 Pro
47 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

Perception in Pixels: Understanding Avatar Representation in Video-Mediated Collaborative Interactions (2405.03844v1)

Published 6 May 2024 in cs.HC

Abstract: Despite the abundance of research concerning virtual reality (VR) avatars, the impact of screen-based or augmented reality (AR) avatars for real-world applications remain relatively unexplored. Notably, there is a lack of research examining video-mediated collaborative interaction experiences using AR avatars for goal-directed group activities. This study bridges this gap with a mixed-methods, quasi-experimental user study that investigates video-based small-group interactions when employing AR avatars as opposed to traditional video for user representation. We found that the use of avatars positively influenced self-esteem and video-based collaboration satisfaction. In addition, our group interview findings highlight experiences and perceptions regarding the dynamic use of avatars in video-mediated collaborative interactions, including benefits, challenges, and factors that would influence a decision to use avatars. This study contributes an empirical understanding of avatar representation in mediating video-based collaborative interactions, implications and perceptions surrounding the adoption of AR avatars, and a comprehensive comparison of key characteristics between user representations.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (55)
  1. Meet me in VR! Can VR space help remote teams connect: A seven-week study with Horizon Workrooms. International Journal of Human-Computer Studies 179, Article 103104 (2023), 17 pages. https://doi.org/10.1016/j.ijhcs.2023.103104
  2. Maya Asher and Idan M Aderka. 2020. Dating with social anxiety: An empirical examination of momentary anxiety and desire for future interaction. Clinical Psychological Science 8, 1 (2020), 99–110. https://doi.org/10.1177/2167702619867055
  3. Blake E Ashforth and Fred Mael. 1989. Social identity theory and the organization. Academy of Management Review 14, 1 (1989), 20–39. https://doi.org/10.5465/amr.1989.4278999
  4. Lisa Aufegger and Natasha Elliott-Deflo. 2022. Virtual reality and productivity in knowledge workers. Frontiers in Virtual Reality 3, Article 890700 (2022), 10 pages. https://doi.org/10.3389/frvir.2022.890700
  5. Visual attention patterns during online video-mediated interaction in socially anxious individuals. Journal of Behavior Therapy and Experimental Psychiatry 69, Article 101595 (2020), 9 pages. https://doi.org/10.1016/j.jbtep.2020.101595
  6. Jeremy N Bailenson. 2021. Nonverbal overload: A theoretical argument for the causes of Zoom fatigue. Technology, Mind, and Behavior 2, 1 (2021), 6 pages. https://doi.org/10.1037/tmb0000030
  7. The effects of avatar and environment design on embodiment, presence, activation, and task load in a virtual reality exercise application. In 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 260–269. https://doi.org/10.1109/ISMAR55827.2022.00041
  8. Avatar-mediated networking: Increasing social presence and interpersonal trust in net-based collaborations. Human Communication Research 34, 2 (2008), 287–318. https://doi.org/10.1111/j.1468-2958.2008.00322.x
  9. Seeing the faces is so important—Experiences from online team meetings on commercial virtual reality platforms. Frontiers in Virtual Reality 3, Article 945791 (2023), 19 pages. https://doi.org/10.3389/frvir.2022.945791
  10. Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3, 2 (2006), 77–101. https://doi.org/10.1191/1478088706qp063oa
  11. Jacob Cohen. 1988. Statistical power analysis for the behavioral sciences. Lawrence Erlbaum Associates. https://doi.org/10.4324/9780203771587
  12. Nice is different than good: Longitudinal communicative effects of realistic and cartoon avatars in real mixed reality work meetings. In CHI Conference on Human Factors in Computing Systems Extended Abstracts. Association for Computing Machinery, Article 437, 7 pages. https://doi.org/10.1145/3491101.3519628
  13. How and why for the camera-shy: Using digital video in psychiatry. Child and Adolescent Psychiatric Clinics 14, 3 (2005), 603–612. https://doi.org/10.1016/j.chc.2005.02.006
  14. Cesar Daniel Rojas Ferrer and Takayuki Fujiwara. 2022. Work-in-progress—avatar vs teams: Co-presence and visual behavior in a videoconference cooperative task. In 2022 8th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 1–3. https://doi.org/10.23919/iLRN55037.2022.9815938
  15. Movebox: Democratizing mocap for the microsoft rocketbox avatar library. In 2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). IEEE, 91–98. https://doi.org/10.1109/AIVR50618.2020.00026
  16. Using facial animation to increase the enfacement illusion and avatar self-identification. IEEE Transactions on Visualization and Computer Graphics 26, 5 (2020), 2023–2029. https://doi.org/10.1109/TVCG.2020.2973075
  17. Simone Grassini and Karin Laumann. 2020. Evaluating the use of virtual reality in work safety: A literature review. In Proceedings of the 30th European Safety and Reliability Conference and the 15th Probabilistic Safety Assessment and Management Conference. Research Publishing Services, 3975. https://hdl.handle.net/11250/2824916
  18. Stephen G Green and Thomas D Taber. 1980. The effects of three social decision schemes on decision group process. Organizational Behavior and Human Performance 25, 1 (1980), 97–106. https://doi.org/10.1016/0030-5073(80)90027-6
  19. Irwin Hudson and Jonathan Hurter. 2016. Avatar types matter: Review of avatar literature for performance purposes. In Virtual, Augmented and Mixed Reality: 8th International Conference. Springer, 14–21. https://doi.org/10.1007/978-3-319-39907-2_2
  20. Kori M Inkpen and Mara Sedlins. 2011. Me and my avatar: Exploring users’ comfort with avatars for workplace communication. In Proceedings of the ACM 2011 Conference on Computer Supported Cooperative Work. Association for Computing Machinery, 383–386. https://doi.org/10.1145/1958824.1958883
  21. To see or not to see: A study comparing four-way avatar, video, and audio conferencing for work. In Proceedings of the 2012 ACM International Conference on Supporting Group Work. Association for Computing Machinery, 31–34. https://doi.org/10.1145/2389176.2389181
  22. Evaluating the user experience of a photorealistic social VR movie. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 284–293. https://doi.org/10.1109/ISMAR52148.2021.00044
  23. Self-focused attention vs. negative attentional bias during public speech task in socially anxious individuals. Behaviour Research and Therapy 136 (2021), 103766. https://doi.org/10.1016/j.brat.2020.103766
  24. ReactionBot: Exploring the effects of expression-triggered emoji in text messages. Proceedings of the ACM on Human-Computer Interaction 2, CSCW, Article 110, 16 pages. https://doi.org/10.1145/3274379
  25. Yansheng Liu. 2023. The Proteus effect: Overview, reflection, and recommendations. Games and Culture (2023). https://doi.org/10.1177/15554120231202175
  26. Comparing vr-and ar-based try-on systems using personalized avatars. Electronics 9, 11, Article 1814 (2020), 25 pages. https://doi.org/10.3390/electronics9111814
  27. Investigating user embodiment of inverse-kinematic avatars in smartphone augmented reality. In 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 666–675. https://doi.org/10.1109/ISMAR55827.2022.00084
  28. Divine Maloney and Guo Freeman. 2020. Falling asleep together: What makes activities in social virtual reality meaningful to users. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, 510–521. https://doi.org/10.1145/3410404.3414266
  29. Reliability and inter-rater reliability in qualitative research: Norms and guidelines for CSCW and HCI practice. Proceedings of the ACM on Human-Computer Interaction 3, CSCW, Article 72 (2019), 23 pages. https://doi.org/10.1145/3359174
  30. Fares Moustafa and Anthony Steed. 2018. A longitudinal study of small group interaction in social virtual reality. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology. Association for Computing Machinery, Article 22, 10 pages. https://doi.org/10.1145/3281505.3281527
  31. Kristine L Nowak and Jesse Fox. 2018. Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations. Review of Communication Research 6 (2018), 30–53. https://doi.org/10.12840/issn.2255-4165.2018.06.01.015
  32. Ye Pan and Anthony Steed. 2017. The impact of self-avatars on trust and collaboration in shared virtual environments. PloS One 12, 12 (2017), e0189078. https://doi.org/10.1371/journal.pone.0189078
  33. AllTogether: Effect of avatars in mixed-modality conferencing environments. In 2022 Symposium on Human-Computer Interaction for Work. Association for Computing Machinery, 1–10. https://doi.org/10.1145/3533406.3539658
  34. Avatar-mediated communication in video conferencing: Effect of self-affirmation on debating participation focusing on moderation effect of avatar. International Journal of Human–Computer Interaction 39, 3 (2023), 464–475. https://doi.org/10.1080/10447318.2022.2041897
  35. The work avatar face-off: Knowledge worker preferences for realism in meetings. In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 960–969. https://doi.org/10.1109/ISMAR59233.2023.00112
  36. Anna Samira Praetorius and Daniel Görlich. 2021. The Proteus effect: How avatars influence their users’ self-perception and behaviour. In Augmented Reality and Virtual Reality: New Trends in Immersive Technology. Springer, 109–122. https://doi.org/10.1007/978-3-030-68086-2_9
  37. Sowmya Ramasubramanian. 2020. Over 70% suffered from ‘Zoom Anxiety’ this year, survey finds. The Hindu (2020). https://thehindu.com/sci-tech/technology/zoom-anxiety-in-2020/article33277870.ece
  38. Facial appearance dissatisfaction explains differences in Zoom fatigue. Cyberpsychology, Behavior, and Social Networking 25, 2 (2022), 124–129. https://doi.org/10.1089/cyber.2021.0112
  39. Bruce A Reinig. 2003. Toward an understanding of satisfaction with the process and outcomes of teamwork. Journal of Management Information Systems 19, 4 (2003), 65–83. https://doi.org/10.1080/07421222.2003.11045750
  40. Morris Rosenberg. 1965. Society and the adolescent self-image. Princeton University Press.
  41. Erica Sainsbury and Richard Walker. 2009. Motivation, learning and group work–the effect of friendship on collaboration. In Proceedings of the Australian Conference on Science and Mathematics Education. The University of Sydney, 118–124. https://openjournals.library.sydney.edu.au/IISME/article/view/6213
  42. Factors associated with virtual reality sickness in head-mounted displays: A systematic review and meta-analysis. Frontiers in Human Neuroscience 14, Article 96 (2020), 17 pages. https://doi.org/10.3389/fnhum.2020.00096
  43. Ralph Schroeder. 2002. Social interaction in virtual environments: Key issues, common themes, and a framework for research. Springer, 1–18. https://doi.org/10.1007/978-1-4471-0277-9_1
  44. Ralph Schroeder. 2011. Comparing avatar and video representations. Springer, 235–251. https://doi.org/10.1007/978-0-85729-361-9_12
  45. Exploring the user experience (UX) of a multi-window augmented reality environment. Frontiers in Virtual Reality 4, Article 1194019 (2023), 8 pages. https://doi.org/10.3389/frvir.2023.1194019
  46. Weerachet “Pitch” Sinlapanuntakul, Jessyca L Derby, and Barbara S Chaparro. 2022. Understanding the effects of mixed reality on video game satisfaction, enjoyment, and performance. Simulation & Gaming 53, 3 (2022), 237–252. https://doi.org/10.1177/10468781221094473
  47. Mikihiro Suda and Mizuki Oka. 2021. Evaluation of the effect of mimicry on facial expression in avatar-mediated communication. In Artificial Life Conference. MIT Press, Article 48, 9 pages. https://doi.org/10.1162/isal_a_00394
  48. Travelers’ intention to adopt virtual reality: A consumer value perspective. Journal of Destination Marketing & Management 17, Article 100456 (2020). https://doi.org/10.1016/j.jdmm.2020.100456
  49. How do I look? Self-focused attention during a video chat of women with social anxiety (disorder). Behaviour Research and Therapy 92 (2017), 77–86. https://doi.org/10.1016/j.brat.2017.02.008
  50. David A Wicks. 2021. Minimizing Zoom fatigue and other strategies for a successful synchronous class experience. Cambridge Scholars Publishing, 2–24.
  51. Using a fully expressive avatar to collaborate in virtual reality: Evaluation of task performance, presence, and attraction. Frontiers in Virtual Reality 2, Article 641296 (2021), 15 pages. https://doi.org/10.3389/frvir.2021.641296
  52. A review on virtual reality skill training applications. Frontiers in Virtual Reality 2, Article 645153 (2021), 19 pages. https://doi.org/10.3389/frvir.2021.645153
  53. Nick Yee and Jeremy Bailenson. 2007. The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research 33, 3 (2007), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x
  54. The effect of avatar appearance on social presence in an augmented reality remote collaboration. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 547–556. https://doi.org/10.1109/VR.2019.8797719
  55. The effect of realistic appearance of virtual characters in immersive environments-does the character’s personality play a role? IEEE Transactions on Visualization and Computer Graphics 24, 4 (2018), 1681–1690. https://doi.org/10.1109/TVCG.2018.2794638
User Edit Pencil Streamline Icon: https://streamlinehq.com
Authors (2)
  1. Pitch Sinlapanuntakul (1 paper)
  2. Mark Zachry (1 paper)
Citations (1)

Summary

We haven't generated a summary for this paper yet.

X Twitter Logo Streamline Icon: https://streamlinehq.com

Tweets