Social virtual reality elicits natural interaction behavior with self-similar and generic avatars

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2025-03-05 DOI:10.1016/j.ijhcs.2025.103488
Gayoung Son, Marius Rubo
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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.
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社交虚拟现实(VR)允许人们在共享的虚拟环境中进行互动,同时化身为计算机化身,实时显示行为。这种技术模仿了真实的社交互动,保留了社交凝视的空间相关性和非语言行为的其他方面,但人们在这种人工环境中的行为在多大程度上是自然的,在很大程度上仍是未知数。在这里,我们对 128 名参加二人互动的人进行了研究,结果表明,凝视和说话行为的协调密切遵循面对面互动中已知的模式:与说话时相比,倾听时对同伴眼睛区域的凝视相对增强;与开始说话时相比,说话结束时对同伴眼睛区域的凝视相对增强。凝视、说话和微笑的行为都能合理地适应不同的谈话主题(闲聊、个人谈话、关于意见冲突的谈话)。与互联网上的书面交流相比,匿名化(这里是使用通用头像而不是自相似头像来实现)与行为抑制或主观体验的差异无关,这可能是由于直接目光接触产生的亲近效应,尽管自己和互动伙伴的身份都被隐藏了。我们的研究结果表明,社交 VR 能够激发自然的互动行为,可用于实现匿名的面对面互动,而不会产生通常与匿名相关的负面影响。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
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 ...
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