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Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments

Communication avec acte
Author
DUBOSC, Charlotte
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
GORISSE, Geoffrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
CHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
FLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
POINSOT, Killian
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/21017
DOI
10.1109/VRW52623.2021.00101
Date
2021

Abstract

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 controlled in real time) allowing them to interact with each other. We report a study investigating the impact on social presence of both non-human avatars’ facial properties and of the type of collaborative task being performed by the users (asymmetric collaboration versus negotiation). While we observed no significant impact of facial properties, both co-presence and perceived message understanding scores were significantly higher during the negotiation task.

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