![]() ![]() However, motion capture is becoming more accessible and can enhance perceptions of animation realism ( Fribourg et al., 2020 Rogers et al., 2022). One historical limitation of VR social interaction applications has been the restricted facial and body expressiveness for player avatars. Our results suggest that higher levels of face and body expressiveness are important for enhancing perceptions of realism and interaction quality within a social interaction in VR using motion capture.ĭespite real-time social interaction in Virtual Reality (VR) via head-mounted display (HMD) being widely available since around 2016 (e.g., Rec Room, VR chat, and more recently Horizon Worlds), VR social interaction is yet to become a mainstream activity. The same proportion also indicated the avatar with the highest face and body expressiveness as being the most comforting and enjoyable avatar to interact with. Post-experiment questions revealed that many of our participants (approximately 40%) indicated the avatar with the highest face and body expressiveness as having the most realistic face and body expressions. ![]() Moderate positive associations were observed between perceptions of animation realism and interaction quality. In the present study we manipulated levels of face and body expressiveness of avatars while investigating participant perceptions of animation realism and interaction quality when disclosing positive and negative experiences in VR. ![]() However, the impact of different levels of avatar expressiveness on the user experience is not well understood. Using motion capture to enhance the realism of social interaction in virtual reality (VR) is growing in popularity. Experimental Psychology Unit, Edith Cowan University, Perth, WA, Australia.
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