Projects per year
Abstract
Embodying virtual twins - photorealistic and personalized avatars - will soon be easily achievable in consumer-grade VR. For the first time, we explored how photorealism and personalization impact self-identification, as well as embodiment, avatar perception and presence. Twenty participants were individually scanned and, in a two-hour session, embodied four avatars (high photorealism personalized, low photorealism personalized, high photorealism generic, low photorealism generic). Questionnaire responses revealed stronger mid-immersion body ownership for the high photorealism personalized avatars compared to all other avatar types, and stronger embodiment for high photorealism compared to low photorealism avatars and for personalized compared to generic avatars. In a self-other face distinction task, participants took significantly longer to pause the face morphing videos of high photorealism personalized avatars, suggesting a stronger self-identification bias with these avatars. Photorealism and personalization were perceptually positive features; how employing these avatars in VR applications impacts users over time requires longitudinal investigation.
Original language | English |
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Title of host publication | CHI '23 |
Subtitle of host publication | Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems |
Place of Publication | New York, U. S. A. |
Publisher | Association for Computing Machinery |
Number of pages | 16 |
ISBN (Electronic) | 9781450394215 |
DOIs | |
Publication status | Published - 19 Apr 2023 |
Event | 2023 CHI Conference on Human Factors in Computing Systems, CHI 2023 - Hamburg, Germany Duration: 23 Apr 2023 → 28 Apr 2023 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
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Conference
Conference | 2023 CHI Conference on Human Factors in Computing Systems, CHI 2023 |
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Country/Territory | Germany |
City | Hamburg |
Period | 23/04/23 → 28/04/23 |
Acknowledgements
We would like to thank the team at the CAMERA studio, the University of Bath, especially Pooya Soltani for his help with the technical setup and study pilot. Thanks to Mike Richardson for the insightful feedback given on an initial draft and for his help with creating the additional video. Also, many thanks to all participants who took part in this research.Funding
This work was supported by Bristol and Bath Creative R&D funded by the AHRC Creative Industries Cluster Programme (AH/S002936/1).
Keywords
- personalization
- photorealism
- self-identification
- virtual reality
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
- Software
Fingerprint
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) - 2.0
Campbell, N. (PI), Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Cosker, D. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Petrini, K. (CoI), Proulx, M. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/11/20 → 31/10/25
Project: Research council
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA)
Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Fincham Haines, T. (CoI), Hall, P. (CoI), Kim, K. I. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Richardt, C. (CoI), Salo, A. (CoI), Seminati, E. (CoI), Tabor, A. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/09/15 → 28/02/21
Project: Research council