Abstract

This study evaluated participant self-reported appraisal of social interactions with another person in virtual reality (VR) where their conversational partner was represented by a realistic motion avatar. We use the term realistic motion avatar because: 1. The avatar was modelled to look like the conversational partner it represented, and 2. Full face and body motion capture was utilised so that the avatar mimicked the facial and body language of the conversational partner in real-time. We compared social interaction in VR with face-to-face interaction across two communicative contexts: 1. Getting acquainted conversation, and 2. A structured interview where the participant engaged in self-disclosure about positive and negative experiences. Overall, participants largely indicated they preferred face-to-face over VR communication. However, some participants did indicate a preference for VR communication. Additionally, an analysis of post-conversation ratings indicated no significant difference for rated enjoyment, understanding, self-disclosure, comfort, and awkwardness between communication modes. The only ratings where face-to-face was found to be superior was for perceived closeness across both types of communication, and for feeling understood specifically when disclosing negative experiences. Most participants perceived frequent eye contact in both face-to-face and VR interaction, but typically more eye contact when face-to-face. Eye contact was positively associated with rated enjoyment, closeness, and comfort. Overall, our findings suggest that harnessing full face and body motion capture can make social interaction in VR very similar to face-to-face interaction. We anticipate that VR social interaction is poised to become the next major technological evolution for human computer mediated communication and suggest avenues for further research.

Highlights

  • Computer-mediated communication has generally increased during the recent COVID-19 pandemic (Meier et al, 2021; Pfund et al, 2021; Rogers & Cruickshank, 2021)

  • In the present study we aim to explore participant experience when interacting with a realistic motion avatar in virtual reality (VR) compared to analogous interactions face-to-face

  • In this study we explored participant experience in real-time social interaction in virtual reality (VR) where the avatar of the conversational partner was controlled by full face and body motion capture

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Summary

Introduction

Computer-mediated communication has generally increased during the recent COVID-19 pandemic (Meier et al, 2021; Pfund et al, 2021; Rogers & Cruickshank, 2021). Virtual reality (VR) is on the horizon to become a popular computer-mediated mode of social interaction (Gunkel et al, 2018; Seymour et al, 2021). We investigated participant experience of social interaction in virtual reality where the face and body of the conversational partner’s avatar is controlled in real-time via motion capture. We contrast participant experience of social interaction in VR with face-to-face interaction across two social contexts—getting acquainted. Realistic Motion Avatars in VR conversation, and in a semi-structured interview where the participant discloses positive and negative personal experiences. The primary aim of this research is to investigate if full face and body motion capture enables social interaction in VR to more closely approximate face-to-face interaction than what has previously been possible

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