{"title":"Why and how to act through multiple avatars in virtual reality","authors":"Andreea Muresan, Kasper Hornbæk, Teresa Hirzle","doi":"10.1016/j.ijhcs.2025.103676","DOIUrl":null,"url":null,"abstract":"<div><div>In virtual reality (VR), users typically control one virtual body — their avatar. Previous works enable users to act through multiple avatars simultaneously. These works, though, lack a systematic account of <em>why</em> users want to interact with multiple avatars and do not explain <em>how</em> users can manipulate and generate avatars. To address this, we run six workshops with 12 VR experts and develop a design space that captures four fundamental dimensions for acting through multiple avatars in VR: <em>Appearance</em>, <em>Context</em>, <em>User-Avatar Mapping</em>, and <em>Motion Control</em>. Researchers can use the design space to generate novel interaction opportunities involving multiple avatars or analyze existing work. We then run a usability study with 17 participants to understand the practicalities of an interface that integrates parts of the design space, which reveals conceptual and technical challenges that we address through design recommendations.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103676"},"PeriodicalIF":6.0000,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581925002332","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/11/29 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
In virtual reality (VR), users typically control one virtual body — their avatar. Previous works enable users to act through multiple avatars simultaneously. These works, though, lack a systematic account of why users want to interact with multiple avatars and do not explain how users can manipulate and generate avatars. To address this, we run six workshops with 12 VR experts and develop a design space that captures four fundamental dimensions for acting through multiple avatars in VR: Appearance, Context, User-Avatar Mapping, and Motion Control. Researchers can use the design space to generate novel interaction opportunities involving multiple avatars or analyze existing work. We then run a usability study with 17 participants to understand the practicalities of an interface that integrates parts of the design space, which reveals conceptual and technical challenges that we address through design recommendations.
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
...