Cited by 441Virtual Reality Applications and ImpactsSocial Robot Interaction and HRIGaze Tracking and Assistive Technology

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The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment

Garau, Maia, Slater, Mel, Vinayagamoorthy, Vinoba, Brogni, Andrea, Steed, Anthony, Sasse, M. Angela·2003·Proceedings of the SIGCHI Conference on Human Factors in Computing Systems

Abstract

This paper presents an experiment designed to investigate the impact of visual and behavioral realism in avatars on perceived quality of communication in an immersive virtual environment. Participants were paired by gender and were randomly assigned to a CAVE‘-like system or a head-mounted display. Both were represented by a humanoid avatar in the shared 3D environment. The visual appearance of the avatars was either basic and genderless (like a "match-stick" figure), or more photorealistic and gender-specific. Similarly, eye gaze behavior was either random or inferred from voice, to reflect different levels of behavioral realism. Our comparative analysis of 48 post-experiment questionnaires confirms earlier findings from non-immersive studies using semi-photorealistic avatars, where inferred gaze significantly outperformed random gaze. However responses to the lower-realism avatar are adversely affected by inferred gaze, revealing a significant interaction effect between appearance and behavior. We discuss the importance of aligning visual and behavioral realism for increased avatar effectiveness.

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Crossref · 10.1145/642611.642703

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  • Interpersonal cues can be used strategically in face-to-face situations, and even more so in mediated communication that allows the sender more control over the cues he gives off.

    “These cues can be used strategically in face-to-face situations, and even more so in mediated communication that allows the sender more control over the cues he gives off (e.g. in prerecorded video or in an avatar-representation; Garau et al., 2003).”

    From The mechanics of trust: A framework for research and design (2005) · cites this paper as Garau et al., 2003

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Research works printed but not linked: 25

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Metadata

Authors
Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., & Sasse, M. A.
Affiliations
University College London (GB)
Venue
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2003-04-05
Pages
529-536
OpenAlex
W2124052984
Cited by
441
References
0
Citations by year
2026: 25 · 2025: 31 · 2024: 24 · 2023: 20 · 2022: 29 · 2021: 30 · 2020: 20 · 2019: 22 · 2018: 25 · 2017: 19 · 2016: 17 · 2015: 24 · 2014: 11 · 2013: 18 · 2012: 17
FWCI
9.86
Type
conference paper
Language
en
Open access
closed
Locations
  • CHI Conference on Human Factors in Computing Systems (publishedVersion)
  • UCL Discovery (University College London) (submittedVersion)
Funders
  • University of Illinois at Chicago
  • Engineering and Physical Sciences Research Council
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Physical Sciences › Computer Science › Human-Computer Interaction › Gaze Tracking and Assistive Technology
Keywords
avatar realism, eye gaze control, visual realism, behavioral realism, virtual communication, nonverbal communication

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