High vs Low Realism in VR Avatars and How Behavioral Realism Shapes Self-Disclosure

Read the full article See related articles

Listed in

This article is not in any list yet, why not save it to one of your lists.
Log in to save this article

Abstract

In this study, we investigate how varying levels of behavioural realism in two distinct avatars affect social interactions involving self-disclosure in virtual reality (VR). These two avatars involved an avatar using full-body and facial motion capture for a high level of behavioural realism and the other using basic tracking of VR headsets and controllers for a more basic level of behavioural realism. Fifty-seven participants interacted with these avatars, sharing positive and negative experiences in a reciprocal social interaction. Results showed that full-body and facial motion tracking was more preferred and rated higher in enjoyment, realism, and eye contact duration. However, some participants preferred the avatar with more basic behavioural realism. These differences in avatar preferences could be tied to an uncanny valley effect, where realistic human avatars with movement imperfections may cause discomfort for some people. These findings suggest that allowing users to choose their level of preferred realism may help improve engagement with VR avatars. Although avatars with higher realism are generally preferred, the avatars with lower levels of realism were still acceptable for most participants. Thus, lower levels of avatar realism may still be effective for VR therapy when affordability and accessibility are crucial.

Article activity feed