Therefore, it is essential to study the impact of nonverbal behavior on communication in VR. However, people tend to communicate more through nonverbal behavior ( Matsumoto et al., 2012) during social interaction compared to the verbal channel. For communication, humans actively use both verbal and nonverbal behavior for the best representation of their intentions. The virtual character represents the user and presents all the verbal and nonverbal behavior from the real-world player. Most previous work has been done on visual fidelity ( Latoschik et al., 2016 Latoschik et al., 2017), and avatar appearance influences interaction in all shared VEs ( Nilsson et al., 2002 Schroeder, 2012). In particular, avatars play an essential role in social VR, and avatar realism is one of the main factors affecting the sense of presence, interpersonal interactions, and copresence ( Steed and Schroeder 2015 Jung and Hughes, 2016 Jung et al., 2017 Jung et al., 2018).Īvatar realism is often used to measure avatar quality, which can be divided into appearance and behavioral realism. The quality and efficiency of communication and collaboration in VR, however, are often impacted by factors, such as virtual environment rendering ( Gergle et al., 2013 McVeigh-Schultz et al., 2019), avatar representation ( Bombari et al., 2015), latency ( Friston and Steed 2014), and state synchronization ( Pan and Steed 2017). Hence, we conclude that virtual reality avatar systems benefit from a higher level of nonverbal expressiveness, which can be achieved without additional body-worn trackers.Ĭurrent virtual reality (VR) technology can enable people to communicate and collaborate in shared virtual environments (SVEs) independently of their geographic locations. The results show that participants interacting with highly expressive avatars felt more social presence and attraction and exhibited better task performance than those interacting with partners represented using low-expressive avatars. We investigated users’ performance, such as completion time and accuracy, as well as the presence and interpersonal attraction in a virtual charades game using an asymmetric control scheme. We compared our highly expressive system with a consumer setup extended with two body-worn trackers in a dyadic study. Therefore, in contrast to many other high-level tracking systems, it does not require users to wear additional trackers on their bodies. The system was built using camera tracking technology only. We present a novel avatar system for collaboration in virtual reality, which supports high levels of nonverbal expression by tracking behavior such as body movement, hand gesture, and facial expression. However, current consumer systems are not suited to fully replicate real-world nonverbal communication. 3School of Product Design, College of Engineering, University of Canterbury, Christchurch, New ZealandĪvatar-mediated collaboration in virtual environments is becoming more and more prevalent.2Beijing Institute of Technology, Beijing, China.1Human Interface Technology Lab New Zealand (HIT Lab NZ), University of Canterbury, Christchurch, New Zealand. Yuanjie Wu 1*, Yu Wang 2, Sungchul Jung 1, Simon Hoermann 3 and Robert W.
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