From 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans
Open Access
- 11 May 2024
- conference paper
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Abstract
Virtual humans significantly contribute to users’ plausible XR experiences. However, it may be not only the congruent rendering of the virtual human but also the degree of immersion having an impact on virtual humans’ plausibility. In a low-immersive desktop-based and a high-immersive VR condition, participants rated realistic and abstract animated virtual humans regarding plausibility, affective appraisal, and social judgments. First, our results confirmed the factor structure of a preliminary virtual human plausibility questionnaire in VR. Further, the appearance and behavior of realistic virtual humans were overall perceived as more plausible compared to abstract virtual humans, an effect that increased with high immersion. Moreover, only for high immersion, realistic virtual humans were rated as more trustworthy and sympathetic than abstract virtual humans. Interestingly, we observed a potential uncanny valley effect for low but not for high immersion. We discuss the impact of a natural perception of anthropomorphic and realistic cues in VR and highlight the potential of immersive technology to elicit distinct effects in virtual humans.Keywords
Funding Information
- German Federal Ministry of Education and Research (16SV8225)
- German Federal Ministry of Education and Research (16SV8219)
This publication has 59 references indexed in Scilit:
- Avatar-mediated experience in the metaverse: The impact of avatar realism on user-avatar relationshipJournal of Retailing and Consumer Services, 2023
- Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policyInternational Journal of Information Management, 2022
- Psychological benefits of using social virtual reality platforms during the covid-19 pandemic: The role of social and spatial presenceComputers in Human Behavior, 2021
- Aspects of visual avatar appearance: self-representation, display type, and uncanny valleyThe Visual Computer, 2021
- User color temperature preferences in immersive virtual realitiesComputers & Graphics, 2019
- The effects of virtual human's spatial and behavioral coherence with physical objects on social presence in ARComputer Animation and Virtual Worlds, 2017
- Effect size guidelines for individual differences researchersPersonality and Individual Differences, 2016
- Measuring the Uncanny Valley EffectInternational Journal of Social Robotics, 2016
- Interaction Fidelity: The Uncanny Valley of Virtual Reality Interactions2016
- Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: An EEG studyInternational Journal of Psychophysiology, 2012