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2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (2018)
Tuebingen/Reutlingen, Germany
March 18, 2018 to March 22, 2018
ISBN: 978-1-5386-3366-3
pp: 823-824
Sahar A. Aseeri , Department of Computer Science and Engineering, University of Minnesota Twin Cities, Minneapolis, USA
Victoria Interrante , Department of Computer Science and Engineering, University of Minnesota Twin Cities, Minneapolis, USA
ABSTRACT
Virtual reality applications have begun to offer great potential for communication in recent years. Creating an immersive virtual social environment that simulates a real social environment requires providing users with communication cues such as visual, verbal, and nonverbal cues to increase their sense of inhabiting the virtual world. In this work, we will investigate the influence of avatar representation and behavior on communication in an immersive, multiuser, same-place virtual environment by comparing three conditions of avatar representation: video see-through, scanned realistic avatar, and no-avatar representations. Subjective and objective measurements will be used to describe participants' observations and track their movement behavior to ascertain the effect of avatar representations on communication, based on personal presence, social presence, and trustworthiness.
INDEX TERMS
Avatars, Three-dimensional displays, Virtual environments, Cameras, Real-time systems, Current measurement
CITATION

S. A. Aseeri and V. Interrante, "The Influence of Avatar Representation and Behavior on Communication in Social Immersive Virtual Environments," 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Tuebingen/Reutlingen, Germany, 2018, pp. 823-824.
doi:10.1109/VR.2018.8446261
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