Avatar-mediated social interactions in shared virtual environments (SVEs) considerably differ
from real-life interactions, as they often lack in reproducing the full range of social signals
and behaviors (in real-time), such as facial expression and gaze. We investigated the impact
of these deficiencies on the quality of social interaction. In a first study (N=36), we compared
a motor driven collaborative task and a verbal driven negotiation task in real world and SVE.
Users were immersed using head-mounted-displays and represented as mannequin-like
avatars controlled with body tracking. The results suggest significant differences in
networked minds/presence factors as well as motor performance. However, functional
aspects of the negotiation task did not show significant differences. In a second study
(N=64), we replicated the negotiation task and paid special attention to judgments of
%0 Conference Paper
%1 roth2016effects
%A Roth, Daniel
%A Latoschik, Marc Erich
%A Fuhrmann, Arnulph
%A Bente, Gary
%B Presentation at the 2nd Virtual Social Interaction Workshop, Media City, UK
%D 2016
%K droth insync myown
%T Effects of Behavioral Realism and Physical Appearance on Social Interaction Quality in Shared Virtual Environments
%X Avatar-mediated social interactions in shared virtual environments (SVEs) considerably differ
from real-life interactions, as they often lack in reproducing the full range of social signals
and behaviors (in real-time), such as facial expression and gaze. We investigated the impact
of these deficiencies on the quality of social interaction. In a first study (N=36), we compared
a motor driven collaborative task and a verbal driven negotiation task in real world and SVE.
Users were immersed using head-mounted-displays and represented as mannequin-like
avatars controlled with body tracking. The results suggest significant differences in
networked minds/presence factors as well as motor performance. However, functional
aspects of the negotiation task did not show significant differences. In a second study
(N=64), we replicated the negotiation task and paid special attention to judgments of
@inproceedings{roth2016effects,
abstract = {Avatar-mediated social interactions in shared virtual environments (SVEs) considerably differ
from real-life interactions, as they often lack in reproducing the full range of social signals
and behaviors (in real-time), such as facial expression and gaze. We investigated the impact
of these deficiencies on the quality of social interaction. In a first study (N=36), we compared
a motor driven collaborative task and a verbal driven negotiation task in real world and SVE.
Users were immersed using head-mounted-displays and represented as mannequin-like
avatars controlled with body tracking. The results suggest significant differences in
networked minds/presence factors as well as motor performance. However, functional
aspects of the negotiation task did not show significant differences. In a second study
(N=64), we replicated the negotiation task and paid special attention to judgments of},
added-at = {2018-03-06T18:49:22.000+0100},
author = {Roth, Daniel and Latoschik, Marc Erich and Fuhrmann, Arnulph and Bente, Gary},
biburl = {https://www.bibsonomy.org/bibtex/2c7b356e21bc2f510d2168653c9966164/hci-uwb},
booktitle = {Presentation at the 2nd Virtual Social Interaction Workshop, Media City, UK},
eventdate = {12th-13th of July, 2016},
eventtitle = {The 2nd Virtual Social Interaction Workshop},
interhash = {b0e19d182f542f95c5ab4663a7680ba6},
intrahash = {c7b356e21bc2f510d2168653c9966164},
keywords = {droth insync myown},
month = {July},
timestamp = {2024-05-06T17:22:37.000+0200},
title = {Effects of Behavioral Realism and Physical Appearance on Social Interaction Quality in Shared Virtual Environments},
venue = {MediaCity, UK},
year = 2016
}