David Mal
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
David Mal has a total of 16 co-authors. Here are the top co-authors by number of shared publications:
- Carolin Wienrich
Psychology of Interactive Systems, University of Würzburg, Würzburg, Germany
5 shared publications - Marc Erich Latoschik
Human-Computer Interaction Group, University of Wurzburg, Wurzburg, Germany
5 shared publications - Erik Wolf
Human-Computer Interaction (HCI) Group, University of Würzburg, Germany
4 shared publications - Mario Botsch
TU Dortmund University
4 shared publications - Nina Döllinger
Psychology of Intelligent Interactive Systems (PIIS), University of Wurzburg, Germany
4 shared publications Erik Wolf
Human-Computer Interaction Group University of Würzburg Würzburg Germany
2 shared publications
Latest Publications
- Open Access
- 13 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 30 (11) , 7364-7374
Measuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration
Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2\times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment.- 13 September 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 30 (11) , 7364-7374
Open AccessMeasuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration
Our work investigates the influence of self-related cues in the design of virtual humans on body perception in virtual reality. In a $2\times 2$ mixed design, 64 participants faced photorealistic virtual humans either as a motion-synchronized embodied avatar or as an autonomous moving agent, appearing subsequently with a personalized and generic texture. Our results unveil that self-related cues through embodiment and personalization yield an individual and complemented increase in participants' sense of embodiment and self-identification towards the virtual human. Different body weight modification and estimation tasks further showed an impact of both factors on participants' body weight perception. Additional analyses revealed that the participant's body mass index predicted body weight estimations in all conditions and that participants' self-esteem and body shape concerns correlated with different body weight perception results. Hence, we have demonstrated the occurrence of double standards through induced self-related cues in virtual human perception, especially through embodiment. - Open Access
- 19 July 2024
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 5, 1417066
Am I the odd one? Exploring (in)congruencies in the realism of avatars and virtual others in virtual reality
Virtual humans play a pivotal role in social virtual environments, shaping users’ VR experiences. The diversity in available options and users’ individual preferences can result in a heterogeneous mix of appearances among a group of virtual humans. The resulting variety in higher-order anthropomorphic and realistic cues introduces multiple (in)congruencies, eventually impacting the plausibility of the experience. However, related work investigating the effects of being co-located with multiple virtual humans of different appearances remains limited. In this work, we consider the impact of (in)congruencies in the realism of a group of virtual humans, including co-located others (agents) and one’s self-representation (self-avatar), on users’ individual VR experiences. In a mixed design, participants embodied either (1) a personalized realistic or (2) a customized stylized self-avatar across three consecutive VR exposures in which they were accompanied by a group of virtual others being either (1) all realistic, (2) all stylized, or (3) mixed between stylized and realistic. Our results indicate groups of virtual others of higher realism, i.e., potentially more congruent with participants’ real-world experiences and expectations, were considered more human-like, increasing the feeling of co-presence and the impression of interaction possibilities. (In)congruencies concerning the homogeneity of the group did not cause considerable effects. Furthermore, our results indicate that a self-avatar’s congruence with the participant’s real-world experiences concerning their own physical body yielded notable benefits for virtual body ownership and self-identification for realistic personalized avatars. Notably, the incongruence between a stylized self-avatar and a group of realistic virtual others resulted in diminished ratings of self-location and self-identification. This suggests that higher-order (in)congruent visual cues that are not within the ego-central referential frame of one’s (virtual) body, can have an (adverse) effect on the relationship between one’s self and body. We conclude on the implications of our findings and discuss our results within current theories of VR experiences, considering (in)congruent visual cues and their impact on the perception of virtual others, self-representation, and spatial presence.- 19 July 2024
- Published by Frontiers Media SA in Frontiers in Virtual Reality
- Vol. 5, 1417066
Open AccessAm I the odd one? Exploring (in)congruencies in the realism of avatars and virtual others in virtual reality
Virtual humans play a pivotal role in social virtual environments, shaping users’ VR experiences. The diversity in available options and users’ individual preferences can result in a heterogeneous mix of appearances among a group of virtual humans. The resulting variety in higher-order anthropomorphic and realistic cues introduces multiple (in)congruencies, eventually impacting the plausibility of the experience. However, related work investigating the effects of being co-located with multiple virtual humans of different appearances remains limited. In this work, we consider the impact of (in)congruencies in the realism of a group of virtual humans, including co-located others (agents) and one’s self-representation (self-avatar), on users’ individual VR experiences. In a mixed design, participants embodied either (1) a personalized realistic or (2) a customized stylized self-avatar across three consecutive VR exposures in which they were accompanied by a group of virtual others being either (1) all realistic, (2) all stylized, or (3) mixed between stylized and realistic. Our results indicate groups of virtual others of higher realism, i.e., potentially more congruent with participants’ real-world experiences and expectations, were considered more human-like, increasing the feeling of co-presence and the impression of interaction possibilities. (In)congruencies concerning the homogeneity of the group did not cause considerable effects. Furthermore, our results indicate that a self-avatar’s congruence with the participant’s real-world experiences concerning their own physical body yielded notable benefits for virtual body ownership and self-identification for realistic personalized avatars. Notably, the incongruence between a stylized self-avatar and a group of realistic virtual others resulted in diminished ratings of self-location and self-identification. This suggests that higher-order (in)congruent visual cues that are not within the ego-central referential frame of one’s (virtual) body, can have an (adverse) effect on the relationship between one’s self and body. We conclude on the implications of our findings and discuss our results within current theories of VR experiences, considering (in)congruent visual cues and their impact on the perception of virtual others, self-representation, and spatial presence. - Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Virtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Open AccessVirtual Body Swapping: A VR-Based Approach to Embodied Third-Person Self-Processing in Mind-Body Therapy
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-8
From 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans
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.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Open AccessFrom 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans
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.
- Open Access
- 22 February 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 29 (5) , 2358-2368
The Impact of Avatar and Environment Congruence on Plausibility, Embodiment, Presence, and the Proteus Effect in Virtual Reality
Many studies show the significance of the Proteus effect for serious virtual reality applications. The present study extends the existing knowledge by considering the relationship (congruence) between the self-embodiment (avatar) and the virtual environment. We investigated the impact of avatar and environment types and their congruence on avatar plausibility, sense of embodiment, spatial presence, and the Proteus effect. In a 2×2 between-subjects design, participants embodied either an avatar in sports- or business wear in a semantic congruent or incongruent environment while performing lightweight exercises in virtual reality. The avatar-environment congruence significantly affected the avatar's plausibility but not the sense of embodiment or spatial presence. However, a significant Proteus effect emerged only for participants who reported a high feeling of (virtual) body ownership, indicating that a strong sense of having and owning a virtual body is key to facilitating the Proteus effect. We discuss the results assuming current theories of bottom-up and top-down determinants of the Proteus effect and thus contribute to understanding its underlying mechanisms and determinants.
- 22 February 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 29 (5) , 2358-2368
Open AccessThe Impact of Avatar and Environment Congruence on Plausibility, Embodiment, Presence, and the Proteus Effect in Virtual Reality
Many studies show the significance of the Proteus effect for serious virtual reality applications. The present study extends the existing knowledge by considering the relationship (congruence) between the self-embodiment (avatar) and the virtual environment. We investigated the impact of avatar and environment types and their congruence on avatar plausibility, sense of embodiment, spatial presence, and the Proteus effect. In a 2×2 between-subjects design, participants embodied either an avatar in sports- or business wear in a semantic congruent or incongruent environment while performing lightweight exercises in virtual reality. The avatar-environment congruence significantly affected the avatar's plausibility but not the sense of embodiment or spatial presence. However, a significant Proteus effect emerged only for participants who reported a high feeling of (virtual) body ownership, indicating that a strong sense of having and owning a virtual body is key to facilitating the Proteus effect. We discuss the results assuming current theories of bottom-up and top-down determinants of the Proteus effect and thus contribute to understanding its underlying mechanisms and determinants.
- 1 October 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 489-498
Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality
This article investigates the effects of different XR displays on the perception and plausibility of personalized virtual humans. We compared immersive virtual reality (VR), video see-through augmented reality (VST AR), and optical see-through AR (OST AR). The personalized virtual alter egos were generated by state-of-the-art photogrammetry methods. 42 participants were repeatedly exposed to animated versions of their 3D-reconstructed virtual alter egos in each of the three XR display conditions. The reconstructed virtual alter egos were additionally modified in body weight for each repetition. We show that the display types lead to different degrees of incongruence between the renderings of the virtual humans and the presentation of the respective environmental backgrounds, leading to significant effects of perceived mismatches as part of a plausibility measurement. The device-related effects were further partly confirmed by subjective misestimations of the modified body weight and the measured spatial presence. Here, the exceedingly incongruent OST AR condition leads to the significantly highest weight misestimations as well as to the lowest perceived spatial presence. However, similar effects could not be confirmed for the affective appraisal (i.e., humanness, eeriness, or attractiveness) of the virtual humans, giving rise to the assumption that these factors might be unrelated to each other.
- 1 October 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 489-498
Plausibility and Perception of Personalized Virtual Humans between Virtual and Augmented Reality
This article investigates the effects of different XR displays on the perception and plausibility of personalized virtual humans. We compared immersive virtual reality (VR), video see-through augmented reality (VST AR), and optical see-through AR (OST AR). The personalized virtual alter egos were generated by state-of-the-art photogrammetry methods. 42 participants were repeatedly exposed to animated versions of their 3D-reconstructed virtual alter egos in each of the three XR display conditions. The reconstructed virtual alter egos were additionally modified in body weight for each repetition. We show that the display types lead to different degrees of incongruence between the renderings of the virtual humans and the presentation of the respective environmental backgrounds, leading to significant effects of perceived mismatches as part of a plausibility measurement. The device-related effects were further partly confirmed by subjective misestimations of the modified body weight and the measured spatial presence. Here, the exceedingly incongruent OST AR condition leads to the significantly highest weight misestimations as well as to the lowest perceived spatial presence. However, similar effects could not be confirmed for the affective appraisal (i.e., humanness, eeriness, or attractiveness) of the virtual humans, giving rise to the assumption that these factors might be unrelated to each other.
- 1 March 2020
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 545-546
[DC] The Impact of Social Interactions on an Embodied Individual’s Self-perception in Virtual Environments
In shared immersive virtual reality, users can interact with other participants and experience them as being present in the environment. Thereby different aspects of the respective interaction partners can have an impact on the perceived quality of the communication and possibly also the self-perception of an embodied user. This paper describes various factors the author aims to investigate during his doctoral studies. As the research area of embodied social interactions is broad, relevant factors and concrete research questions have been identified to investigate how social contact with one or multiple other persons may affect one’s self-perception, behavior and her or his relationship with the others while being embodied in a virtual environment.
- 1 March 2020
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 545-546
[DC] The Impact of Social Interactions on an Embodied Individual’s Self-perception in Virtual Environments
In shared immersive virtual reality, users can interact with other participants and experience them as being present in the environment. Thereby different aspects of the respective interaction partners can have an impact on the perceived quality of the communication and possibly also the self-perception of an embodied user. This paper describes various factors the author aims to investigate during his doctoral studies. As the research area of embodied social interactions is broad, relevant factors and concrete research questions have been identified to investigate how social contact with one or multiple other persons may affect one’s self-perception, behavior and her or his relationship with the others while being embodied in a virtual environment.