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From 2D-Screens to VR: Exploring the Effect of Immersion on the Plausibility of Virtual Humans

, , , , , and . CHI 24 Conference on Human Factors in Computing Systems Extended Abstracts, page 1-8. (2024)
DOI: 10.1145/3613905.3650773

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 intermediary display technology having a significant 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.

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