Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments
Communication avec acte
Résumé
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.
Fichier(s) constituant cette publication
Cette publication figure dans le(s) laboratoire(s) suivant(s)
Documents liés
Visualiser des documents liés par titre, auteur, créateur et sujet.
-
Communication avec acteGORISSE, Geoffrey; DUBOSC, Charlotte; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (The Eurographics Association, 2020)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 ...
-
Article dans une revue avec comité de lectureDUBOSC, Charlotte; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, 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 ...
-
Article dans une revue avec comité de lecturePOINSOT, Killian; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; RICHIR, 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 ...
-
Article dans une revue avec comité de lectureGORISSE, Geoffrey; WELLENREITER, Simon; FLEURY, Sylvain; L´ECUYER, Anatole; RICHIR, Simon; CHRISTMANN, 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 ...
-
Article dans une revue avec comité de lectureCHRISTMANN, Olivier; FLEURY, Sylvain; MIGAUD, Jérôme; RAIMBAULT, Vincent; POUSSARD, Benjamin; GUITTER, Thibaut; GORISSE, Geoffrey; RICHIR, 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 ...