Avatars in mixed-reality meetings: A longitudinal field study of realistic versus cartoon facial likeness effects on communication, task satisfaction, presence, and emotional perception

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Georgiana Cristina Dobre , Marta Wilczkowiak , Marco Gillies , Xueni Pan , Sean Rintel
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Abstract

We conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups started with the realistic face avatar and switched to the cartoon face version halfway through (RC condition), and the other half with the cartoon-face avatar first (CR condition). Results showed that participants in the RC condition may have had higher expectations and more errors in perceiving their colleagues’ moods. Participants in the CR condition reported that the avatars’ appearance mattered less over time and experienced increased comfort and improved identification of their colleagues. Participants rated words, tone of voice, and movement as the most useful cues for perceiving colleagues’ moods, regardless of avatar rendering style. In the RC condition, participants rated gaze as more useful than facial expressions, while in the CR condition, both gaze and facial expressions were rated as the least useful. Results also suggested that participants had more errors when perceiving negative moods in their colleagues, with this trend appearing for most moods, but depending on conditions. Implications of these findings for mixed and virtual reality meetings are discussed. This work contributes to the field of remote collaboration by providing insights from longitudinal data on the impact of avatar appearance on various aspects of work meetings in virtual environments.
混合现实会议中的化身:一项关于真实与卡通面部相似对沟通、任务满意度、在场和情绪感知影响的纵向实地研究
我们进行了一项主题内研究,以研究虚拟化身上的真实面孔和卡通面孔如何影响混合现实会议中的沟通、任务满意度、存在感和情绪感知。在两周的时间里,六组同事(14人)使用微软HoloLens2设备反复召开会议,每个人都有一个真实面孔或卡通面孔的个人全身化身。一半的小组从逼真的脸化身开始,中途切换到卡通脸版本(RC条件),另一半先使用卡通脸化身(CR条件)。结果表明,RC条件下的参与者在感知同事情绪时可能有更高的期望和更多的错误。CR条件下的参与者报告说,随着时间的推移,化身的外表变得不那么重要了,他们感到越来越舒服,对同事的认同感也提高了。不管虚拟形象的渲染风格如何,参与者都认为言语、语调和动作是感知同事情绪的最有用的线索。在RC条件下,参与者认为凝视比面部表情更有用,而在CR条件下,凝视和面部表情都被认为是最没用的。研究结果还表明,参与者在感知同事的消极情绪时更容易出错,这种趋势出现在大多数情绪中,但取决于具体情况。讨论了这些发现对混合现实和虚拟现实会议的影响。这项工作通过提供纵向数据对虚拟环境中工作会议的各个方面的化身外观影响的见解,为远程协作领域做出了贡献。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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