Christian Merz, Niklas Krome, Carolin Wienrich, Stefan Kopp, Marc Erich Latoschik
{"title":"The Impact of AI-Based Real-Time Gesture Generation and Immersion on the Perception of Others and Interaction Quality in Social XR.","authors":"Christian Merz, Niklas Krome, Carolin Wienrich, Stefan Kopp, Marc Erich Latoschik","doi":"10.1109/TVCG.2025.3616864","DOIUrl":null,"url":null,"abstract":"<p><p>This study explores how people interact in dyadic social eXtended Reality (XR), focusing on two main factors: the animation type of a conversation partner's avatar and how immersed the user feels in the virtual environment. Specifically, we investigate how 1) idle behavior, 2) AI-generated gestures, and 3) motion-captured movements from a confederate (a controlled partner in the study) influence the quality of conversation and how that partner is perceived. We examined these effects in both symmetric interactions (where both participants use VR headsets and controllers) and asymmetric interactions (where one participant uses a desktop setup). We developed a social XR platform that supports asymmetric device configurations to provide varying levels of immersion. The platform also supports a modular avatar animation system providing idle behavior, real-time AI-generated co-speech gestures, and full-body motion capture. Using a 2×3 mixed design with 39 participants, we measured users' sense of spatial presence, their perception of the confederate, and the overall conversation quality. Our results show that users who were more immersed felt a stronger sense of presence and viewed their partner as more human-like and believable. Surprisingly, however, the type of avatar animation did not significantly affect conversation quality or how the partner was perceived. Participants often reported focusing more on what was said rather than how the avatar moved.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5000,"publicationDate":"2025-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE transactions on visualization and computer graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TVCG.2025.3616864","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This study explores how people interact in dyadic social eXtended Reality (XR), focusing on two main factors: the animation type of a conversation partner's avatar and how immersed the user feels in the virtual environment. Specifically, we investigate how 1) idle behavior, 2) AI-generated gestures, and 3) motion-captured movements from a confederate (a controlled partner in the study) influence the quality of conversation and how that partner is perceived. We examined these effects in both symmetric interactions (where both participants use VR headsets and controllers) and asymmetric interactions (where one participant uses a desktop setup). We developed a social XR platform that supports asymmetric device configurations to provide varying levels of immersion. The platform also supports a modular avatar animation system providing idle behavior, real-time AI-generated co-speech gestures, and full-body motion capture. Using a 2×3 mixed design with 39 participants, we measured users' sense of spatial presence, their perception of the confederate, and the overall conversation quality. Our results show that users who were more immersed felt a stronger sense of presence and viewed their partner as more human-like and believable. Surprisingly, however, the type of avatar animation did not significantly affect conversation quality or how the partner was perceived. Participants often reported focusing more on what was said rather than how the avatar moved.