In this paper, we describe an experimental method to investigate
the effects of reduced social information and behavioral channels in
immersive virtual environments with full-body avatar embodiment.
We compared physical-based and verbal-based social interactions
in real world (RW) and virtual reality (VR). Participants were represented
by abstract avatars that did not display gaze, facial expressions
or social cues from appearance. Our results show significant
differences in terms of presence and physical performance. However,
differences in effectiveness in the verbal task were not present.
Participants appear to efficiently compensate for missing social and
behavioral cues by shifting their attentions to other behavioral channels.
%0 Conference Paper
%1 roth2016avatar
%A Roth, Daniel
%A Lugrin, Jean-Luc
%A Galakhov, Dmitri
%A Hofmann, Arvid
%A Bente, Gary
%A Latoschik, Marc Erich
%A Fuhrmann, Arnulph
%B Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference
%D 2016
%K myown
%T Avatar Realism and Social Interaction Quality in Virtual Reality
%X In this paper, we describe an experimental method to investigate
the effects of reduced social information and behavioral channels in
immersive virtual environments with full-body avatar embodiment.
We compared physical-based and verbal-based social interactions
in real world (RW) and virtual reality (VR). Participants were represented
by abstract avatars that did not display gaze, facial expressions
or social cues from appearance. Our results show significant
differences in terms of presence and physical performance. However,
differences in effectiveness in the verbal task were not present.
Participants appear to efficiently compensate for missing social and
behavioral cues by shifting their attentions to other behavioral channels.
@inproceedings{roth2016avatar,
abstract = {In this paper, we describe an experimental method to investigate
the effects of reduced social information and behavioral channels in
immersive virtual environments with full-body avatar embodiment.
We compared physical-based and verbal-based social interactions
in real world (RW) and virtual reality (VR). Participants were represented
by abstract avatars that did not display gaze, facial expressions
or social cues from appearance. Our results show significant
differences in terms of presence and physical performance. However,
differences in effectiveness in the verbal task were not present.
Participants appear to efficiently compensate for missing social and
behavioral cues by shifting their attentions to other behavioral channels.},
added-at = {2016-01-12T15:43:39.000+0100},
author = {Roth, Daniel and Lugrin, Jean-Luc and Galakhov, Dmitri and Hofmann, Arvid and Bente, Gary and Latoschik, Marc Erich and Fuhrmann, Arnulph},
biburl = {https://www.bibsonomy.org/bibtex/2d577f5c3da8270c8192e86a6f87c99e3/marcerich},
booktitle = {Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference},
interhash = {ebc680faad50431b7243c107d4b12758},
intrahash = {d577f5c3da8270c8192e86a6f87c99e3},
keywords = {myown},
timestamp = {2016-09-13T06:44:13.000+0200},
title = {Avatar Realism and Social Interaction Quality in Virtual Reality },
year = 2016
}