Manipulating Avatars for Enhanced Communication in Extended Reality

J. Hart, Thammathip Piumsomboon, Gun A. Lee, Ross T. Smith, M. Billinghurst
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引用次数: 6

Abstract

Avatars are common virtual representations used in Extended Reality (XR) to support interaction and communication between remote collaborators. Recent advancements in wearable displays provide features such as eye and face-tracking, to enable avatars to express non-verbal cues in XR. The research in this paper investigates the impact of avatar visualization on Social Presence and user’s preference by simulating face tracking in an asymmetric XR remote collaboration between a desktop user and a Virtual Reality (VR) user. Our study was conducted between pairs of participants, one on a laptop computer supporting face tracking and the other being immersed in VR, experiencing different visualization conditions. They worked together to complete an island survival task. We found that the users preferred 3D avatars with facial expressions placed in the scene, compared to 2D screen attached avatars without facial expressions. Participants felt that the presence of the collaborator’s avatar improved overall communication, yet Social Presence was not significantly different between conditions as they mainly relied on audio for communication.
在扩展现实中操纵虚拟形象以增强交流
化身是扩展现实(XR)中常用的虚拟表示形式,用于支持远程协作者之间的交互和通信。可穿戴显示器的最新进展提供了眼睛和面部追踪等功能,使虚拟人物能够在XR中表达非语言线索。本文通过模拟桌面用户和虚拟现实(VR)用户之间的非对称XR远程协作中的面部跟踪,研究了虚拟形象可视化对社交存在和用户偏好的影响。我们的研究是在两对参与者之间进行的,一名参与者使用支持面部跟踪的笔记本电脑,另一名参与者沉浸在VR中,体验不同的可视化条件。他们一起完成了一项岛上生存任务。我们发现,与没有面部表情的2D虚拟形象相比,用户更喜欢在场景中放置有面部表情的3D虚拟形象。参与者认为合作者的虚拟形象的出现改善了整体的交流,但社交存在在不同条件下并没有显著差异,因为他们主要依靠音频进行交流。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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