| Literature DB >> 34177022 |
Daniel Hepperle1,2, Christian Felix Purps1, Jonas Deuchler1, Matthias Wölfel1,2.
Abstract
The 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.Entities:
Keywords: Avatar customization; Head-mounted displays; Nonverbal communication; Social networks; Virtual reality
Year: 2021 PMID: 34177022 PMCID: PMC8211459 DOI: 10.1007/s00371-021-02151-0
Source DB: PubMed Journal: Vis Comput ISSN: 0178-2789 Impact factor: 2.835
Fig. 1Screenshot showing one participant of IEEE VR 2020 conference with an image of his face mapped on the body of the 3D avatar. Courtesy of Eva Wolfangel. Used with permission
Overview of social VR platforms and their avatar creation options. ?: Attribute could not be determined (platform still in closed-beta for example); N.A.: Not applicable, Assets and Age Control are only listed for platforms with configurators
| Social VR platform | Desktop mode | Avatar creation | Assets | Age control | Bodyparts | Scaling | Tracking |
|---|---|---|---|---|---|---|---|
| 0 = No | 0 = No customization | 0 = None | 0 = No | 1 = Head | 0 = No | 0 = Only basic | |
| AltspaceVR | 1 | 2 | 1 | 0 | 1,2,3 | 0 | 1,2,3 |
| Bigscreen | 0 | 2 | 1 | 0 | 1,2,3 | 0 | 1 |
| Facebook Horizon | ? | ? | ? | ? | 1,2,3,4 | ? | ? |
| Glue | 1 | 2 | 1 | 0 | 1,3 | 0 | 1,2,3 |
| MeetinVR | 1 | 2 | 1 | 0 | 1,3 | 0 | 2 |
| Mozilla Hubs | 1 | 1 | N.A. | N.A. | 1,2,3 | 1 | 1,2 |
| Neos VR | 0 | 1 | N.A. | N.A. | 1,2,3,4,5 | 1 | 1,2,3,4 |
| RecRoom | 1 | 2 | 1 | 0 | 1,2,3 | 0 | 2 |
| Sansar | 1 | 1,2 | 1,3 | 0 | 1,2,3,4,5 | 1 | 1,2,4 |
| Sinespace | 1 | 1,2 | 2 | 0 | 1,2,3,4,5 | 1 | 2 |
| Somnium Space | 1 | 1 | N.A. | N.A. | 1,2,3,4,5 | 1 | 1,2 |
| Spatial | 1 | 3 | N.A. | N.A. | 1,2,3,4 | 0 | 1,2 |
| The Wild | 1 | 0 | 0 | 0 | 1,2,3,4 | 1 | 0 |
| VRChat | 1 | 1 | N.A. | N.A. | 1,2,3,4,5 | 1 | 1,2,4 |
| vTIME | 0 | 2 | 1 | 1 | 1,2,3,4,5 | 0 | 1,2,3 |
https://altvr.com/https://www.bigscreenvr.com/https://www.oculus.com/facebook-horizon/https://glue.work/https://www.meetinvr.com/https://hubs.mozilla.com/https://neos.com/https://recroom.com/https://www.sansar.com/https://sine.space/https://somniumspace.com/https://spatial.io/https://thewild.com/https://hello.vrchat.com/https://vtime.net/
Fig. 2The original graph as proposed by Mori, from the 2012 translation [13]
Fig. 3Default/Representative characters of evaluated platforms. Sorted by mean humanlikeness, low–high
Fig. 4Angela Merkel (top row) and Barack Obama (bottom row) avatars
Overview of the selected platforms ordered by human likeness
| # | Platform | Likability | Eeriness | Human likeness | Style | Freely available | Avatar customization | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| SD | SD | SD | SD | ||||||||
| (a) | The Wild | 2.17 | 1.90 | 3.74 | 2.40 | 2.08 | 1.87 | 1.72 | 1.22 | no | 0 |
| (b) | RecRoom | 3.79 | 1.85 | 2.85 | 1.80 | 3.17 | 1.88 | 1.52 | 0.83 | yes | 2 |
| (c) | Hubs | 3.23 | 1.90 | 3.72 | 2.03 | 3.40 | 1.96 | 1.35 | 0.55 | no | 4 |
| (d) | vTime | 2.39 | 1.35 | 4.65 | 1.81 | 3.94 | 2.08 | 2.92 | 1.30 | yes | 2 |
| (e) | Glue | 3.27 | 1.58 | 3.83 | 1.90 | 4.24 | 2.16 | 2.68 | 1.33 | no | 4 |
| (f) | Somnium Space | 3.53 | 1.69 | 3.17 | 1.57 | 4.27 | 2.34 | 2.48 | 1.34 | yes | 3 |
| (g) | BigScreen | 4.03 | 1.60 | 2.87 | 1.63 | 4.55 | 1.95 | 2.46 | 1.19 | yes | 2 |
| (h) | Altspace | 4.33 | 1.59 | 2.79 | 1.63 | 4.89 | 2.14 | 2.04 | 1.15 | yes | 2 |
| (i) | Horizon | 4.06 | 1.53 | 3.05 | 1.78 | 5.17 | 2.01 | 2.89 | 1.37 | no | 4 |
| (j) | SineSpace | 3.79 | 1.63 | 3.45 | 1.83 | 5.57 | 2.14 | 4.13 | 1.41 | yes | 1,3 |
| (k) | Spatial | 2.72 | 1.62 | 5.02 | 2.03 | 6.06 | 2.68 | 5.60 | 1.23 | yes | 0 |
| (l) | MeetInVR | 4.85 | 1.35 | 2.37 | 1.37 | 6.40 | 1.85 | 4.52 | 1.44 | no | 4 |
| (m) | Sansar | 4.45 | 1.69 | 2.64 | 1.52 | 6.63 | 2.06 | 5.34 | 1.34 | yes | 1 |
Eeriness and likability were measured on a scale from 1–7; human likeness on a Scale from 1–9; style (cartoonish to visually detailed) on a scale from 1–7. No. # shows the avatar label as listed in Fig 3. Avatar customization: 0: No customization possible; 1: Editor with limited customization (e.g only extendable with micro-transactions or other procedures); 2: Editor with rich customization options; 3: No Editor, free customization; 4: No information
Overview of the selected platforms considering custom avatar creation
| # | Platform | Custom Avatar | Likability | Eeriness | Human Likeness | Resemblance | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| SD | SD | SD | SD | |||||||
| (b1) | BigScreen | Angela Merkel | 2.23 | 1.35 | 4.15 | 2.06 | 2.92 | 1.53 | 1.73 | 1.25 |
| (b2) | BigScreen | Barack Obama | 2.61 | 1.38 | 3.70 | 2.10 | 2.94 | 1.57 | 1.70 | 1.32 |
| (c1) | RecRoom | Angela Merkel | 3.66 | 1.70 | 2.93 | 1.83 | 3.56 | 2.05 | 3.78 | 2.59 |
| (c2) | RecRoom | Barack Obama | 3.62 | 1.68 | 2.89 | 1.82 | 3.72 | 1.99 | 3.38 | 2.36 |
| (d1) | Altspace | Angela Merkel | 3.81 | 1.64 | 2.77 | 1.68 | 4.67 | 1.87 | 3.59 | 2.37 |
| (d2) | Altspace | Barack Obama | 4.05 | 1.48 | 2.60 | 1.50 | 4.57 | 1.98 | 2.07 | 1.34 |
| (e1) | vTime | Angela Merkel | 2.26 | 1.28 | 4.56 | 1.94 | 4.11 | 2.15 | 3.39 | 2.21 |
| (e2) | vTime | Barack Obama | 3.48 | 1.51 | 3.66 | 1.71 | 4.88 | 1.87 | 5.29 | 2.35 |
Eeriness and likability were measured on a scale from 1–7; human likeness on a Scale from 1–9; resemblance (not to total) on a scale from 1–10. No. # shows the avatar label as listed in Fig. 4
Multiple regression was calculated based on the independent variables “Age”, “Human Likeness”, “Likability” and “Eeriness” for “Resemblance” as the dependent variable for all 4 platforms evaluated in this work as well as over all platforms
| Altspace | BigScreen | RecRoom | vTime | Overall | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| b | 95% CI | b | 95% CI | b | 95% CI | b | 95% CI | b | 95% CI | ||||||
| (Intercept) | 1.11 | [−0.23; 2.45] | 3.37 | [ 1.76; 4.97]* | 0.88 | [ 0.01; 1.76]* | 2.74 | [ 1.05; 4.42]* | 1.23 | [ 1.05; 4.42]* | |||||
| Age | [−0.07; −0.01]* | [−0.08; −0.01]* | −0.03 | [−0.04; −0.01]* | −0.07 | [−0.10; −0.04]* | [−0.10; −0.04]* | ||||||||
| Human Likeness | 0.07 | [−0.09; 0.23] | 0.10 | [−0.12; 0.33] | 0.13 | [ 0.04; 0.22]* | 0.44 | [ 0.27; 0.61]* | 0.21 | [ 0.27; 0.61]* | |||||
| Likability | 0.49 | [ 0.32; 0.66]* | 0.47 | [ 0.27; 0.66]* | 0.26 | [ 0.15; 0.37]* | 0.44 | [ 0.24; 0.65]* | 0.43 | [ 0.24; 0.65]* | |||||
| Eeriness | 0.34 | [ 0.17; 0.52]* | −0.04 | [−0.20; 0.11] | 0.15 | [ 0.05; 0.24]* | 0.00 | [−0.17; 0.17] | 0.24 | [−0.17; 0.17]* | |||||
| R | 0.21 | 0.13 | 0.18 | 0.31 | 0.18 | ||||||||||
| Adj. R | 0.19 | 0.12 | 0.17 | 0.29 | 0.18 | ||||||||||
0 outside the confidence interval
Fig. 5Scatter Plot for all platforms tested showing “Age” on the x-axis and “Resemblance” on the y-axis. Increased dot-size shows a higher number of observations at this point
Fig. 6All different characters used for evaluation. 1. Eyebot, 2. Turret, 3. JRRobo, 4. Lloyd, 5. Atlas, 6. Ribbot, 7. Katie, 8. Alice, 9. Freddy, 10. Medic, 11. Link, 12. Dutchess, 13. Zombie, 14. MixamoGirl, 15. Remy
Fig. 7Drawing of the a) HMD setup b) monitor setup. 1: participant wearing the HMD; 2: HTC VIVE HMD; 3a): computer used for running HMD simulation 3b) participant sitting at monitor test setup; 4: HTC Vive base stations; 5: HMD area; 6: test operator asks and fills in questions from questionnaire
Fig. 8Graph showing the perceived human likeness of all evaluated 3D characters per device on a scale from 1 (very mechanical) - 9 (very human like)
Fig. 9Graph showing the average values for perceived eeriness for each 3D character per device on a scale from 1-7
Fig. 10Graph showing the average values for perceived likability for each 3D character per device on a scale from 1–7
Fig. 11Regression lines show the obvious result: The more eerie a character appears, the less likable it is for both input devices. Note: We use the average values for eeriness and likability for the 3D models but used the not accumulated values for plotting the regression lines