Aspects of visual avatar appearance: self-representation, display type, and uncanny valley

dc.contributor.authorHepperle, Daniel
dc.contributor.authorPurps, Christian Felix
dc.contributor.authorDeuchler, Jonas
dc.contributor.authorWölfel, Matthias
dc.date.accessioned2024-09-03T13:25:28Z
dc.date.available2024-09-03T13:25:28Z
dc.date.issued2021de
dc.description.abstractThe visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but - compared to 2D monitors - even more pronounced.en
dc.identifier.urihttps://hohpublica.uni-hohenheim.de/handle/123456789/16447
dc.identifier.urihttps://doi.org/10.1007/s00371-021-02151-0
dc.language.isoengde
dc.rights.licensecc_byde
dc.subjectVirtual reality
dc.subjectAvatar customization
dc.subjectNonverbal communication
dc.subjectHead-mounted displays
dc.subjectSocial networks
dc.subject.ddc000
dc.titleAspects of visual avatar appearance: self-representation, display type, and uncanny valleyen
dc.type.diniArticle
dcterms.bibliographicCitationThe visual computer, 38 (2021), 4, 1227-1244. https://doi.org/10.1007/s00371-021-02151-0. ISSN: 1432-2315
dcterms.bibliographicCitation.issn1432-2315
dcterms.bibliographicCitation.issue4
dcterms.bibliographicCitation.journaltitleThe visual computer
dcterms.bibliographicCitation.volume38
local.export.bibtex@article{Hepperle2021, url = {https://hohpublica.uni-hohenheim.de/handle/123456789/16447}, doi = {10.1007/s00371-021-02151-0}, author = {Hepperle, Daniel and Purps, Christian Felix and Deuchler, Jonas et al.}, title = {Aspects of visual avatar appearance: self-representation, display type, and uncanny valley}, journal = {The visual computer}, year = {2021}, volume = {38}, number = {4}, }
local.subject.sdg3
local.subject.sdg4
local.subject.sdg9
local.title.fullAspects of visual avatar appearance: self-representation, display type, and uncanny valley

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