• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Effect of Avatar Anthropomorphism on Body Ownership, Attractiveness and Collaboration in Immersive Virtual Environments

Communication avec acte
Author
ccGORISSE, Geoffrey
ccDUBOSC, Charlotte
ccCHRISTMANN, Olivier
ccFLEURY, Sylvain
POINSOT, Killian
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccRICHIR, Simon

URI
http://hdl.handle.net/10985/21016
DOI
10.2312/egve.20201261
Date
2020

Abstract

Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism on the sense of body ownership, avatar attractiveness and performance in an asymmetric collaborative task. Using three avatars presenting different facial properties, participants have to solve a construction game according to their partner’s instructions. Results reveal no significant difference in terms of body ownership, but demonstrate significant differences concerning attractiveness and completion duration of the collaborative task. However the relative verbal interaction duration seems not impacted by the anthropomorphism level of the characters, meaning that participants were able to interact verbally independently of the way their character physically express their words in the virtual environment. Unexpectedly, correlation analyses also reveal a link between attractiveness and performance. The more attractive the avatar, the shorter the completion duration of the game. One could argue that, in the context of this experiment, avatar attractiveness could have led to an improvement in non-verbal communication as users could be more prone to observe their partner which translates into better performance in collaborative tasks. Other experiments must be conducted using gaze tracking to support this new hypothesis.

Files in this item

Name:
LAMPA_ICAT-EGVE_2020_GORISSE.pdf
Size:
3.237Mb
Format:
PDF
Description:
Article
View/Open

Collections

  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Related items

Showing items related by title, author, creator and subject.

  • Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments 
    Article dans une revue avec comité de lecture
    ccDUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, Simon (Elsevier BV, 2021)
    Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial ...
  • Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments 
    Communication avec acte
    DUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, Simon (IEEE, 2021)
    Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters ...
  • Effect of Social Actors Perceived Agency on Social Presence in Computer-Mediated Communication 
    Article dans une revue avec comité de lecture
    POINSOT, Killian; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; ccRICHIR, Simon (Hindawi, 2022-10-22)
    Nowadays, both text-based and 3D online applications rely on conversational agents and autonomous characters to interact with users. Previous experiments demonstrated that perceived agency, that is to say, one’s belief in ...
  • I am a Genius! Influence of Virtually Embodying Leonardo da Vinci on Creative Performance 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; WELLENREITER, Simon; ccFLEURY, Sylvain; L´ECUYER, Anatole; ccRICHIR, Simon; ccCHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)
    Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ...
  • Visualizing the invisible: User-centered design of a system for the visualization of flows and concentrations of particles in the air 
    Article dans une revue avec comité de lecture
    ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; MIGAUD, Jérôme; RAIMBAULT, Vincent; POUSSARD, Benjamin; GUITTER, Thibaut; ccGORISSE, Geoffrey; ccRICHIR, Simon (SAGE Publications, 2022)
    This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales