{"title":"Social virtual reality elicits natural interaction behavior with self-similar and generic avatars","authors":"Gayoung Son, Marius Rubo","doi":"10.1016/j.ijhcs.2025.103488","DOIUrl":null,"url":null,"abstract":"<div><div>Social Virtual Reality (VR) allows to interact in shared virtual environments while embodying computerized avatars which display behavior in real-time. The technique mimics real social interactions in its preservation of the spatial relatedness of social gaze and other facets of non-verbal behavior, but the extent to which people behave naturally in such artificial situations remains largely unknown. Here we show in 128 participants who interacted in dyads that the coordination of gaze and speaking behavior closely follows patterns known from face-to-face interactions: eye gaze to a partner's eye region was relatively enhanced while listening compared to while speaking and at the end of a speaking turn compared to the beginning of a turn. Gaze, speaking and smiling behavior were sensibly adapted to differing conversation topics (small talk, personal talk, talk about conflicting opinions). In contrast to written communication on the internet, anonymization – here realized using generic as opposed to self-similar avatars – was not associated with behavioral disinhibition or any differences in subjective experience, possibly due to a closeness-generating effect of direct eye contact despite the concealment of one's own and the interaction partner's identity. Our results indicate that social VR elicits natural interaction behavior and may be used to implement anonymized face-to-face interactions without the negative side-effects often associated with anonymization.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"199 ","pages":"Article 103488"},"PeriodicalIF":5.3000,"publicationDate":"2025-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S107158192500045X","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Social Virtual Reality (VR) allows to interact in shared virtual environments while embodying computerized avatars which display behavior in real-time. The technique mimics real social interactions in its preservation of the spatial relatedness of social gaze and other facets of non-verbal behavior, but the extent to which people behave naturally in such artificial situations remains largely unknown. Here we show in 128 participants who interacted in dyads that the coordination of gaze and speaking behavior closely follows patterns known from face-to-face interactions: eye gaze to a partner's eye region was relatively enhanced while listening compared to while speaking and at the end of a speaking turn compared to the beginning of a turn. Gaze, speaking and smiling behavior were sensibly adapted to differing conversation topics (small talk, personal talk, talk about conflicting opinions). In contrast to written communication on the internet, anonymization – here realized using generic as opposed to self-similar avatars – was not associated with behavioral disinhibition or any differences in subjective experience, possibly due to a closeness-generating effect of direct eye contact despite the concealment of one's own and the interaction partner's identity. Our results indicate that social VR elicits natural interaction behavior and may be used to implement anonymized face-to-face interactions without the negative side-effects often associated with anonymization.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...