The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment
By Maia Garau, Mel Slater, V. Vinayagamoorthy, A. Brogni, A. Steed, M. Sasse. International Conference on Human Factors in Computing Systems, 2003
485 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Experimental and Cognitive Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/aa08b2f6759ca390a819609aebed4455e7899d98
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Jeremy N. Bailenson
- J. Blascovich
- N. Yee
- Henny Admoni
- G. Welch
- Catherine S. Oh
- Kristine L. Nowak
- Antonia F. de C. Hamilton
In Experimental and Cognitive Psychology
- Jeremy N. Bailenson
- Kristine L. Nowak
- N. Yee
- J. Blascovich
- Andrew C. Beall
- M. Sasse
- Matthew A. Turk
- Antonia F. de C. Hamilton
In Human-Computer Interaction
- Jeremy N. Bailenson
- N. Yee
- J. Blascovich
- Kristine L. Nowak
- Crystal L. Hoyt
- G. Welch
- Catherine S. Oh
- M. Sasse
Citations in the corpus
- Encyclopedia of Information Science and Technology, Third Edition (2014, background): “Furthermore, split-attention effect (Garau et al., 2003), in which students experience a higher cognitive load due to competing demands for their attention, occurred when students felt an agent’s voice and appearance did not match and were therefore distracted from the learning activity at hand.”
- The effect of avatar realism in immersive social virtual realities (2017, methodology): “…et al. 2008; Blanchard et al. 1990; Roth et al. 2016b; Steed and Schroeder 2015] have been used to investigate behavior changes caused by modification and manipulation of social channels such as gaze behavior [Roberts et al. 2009] and their impact on communication quality [Garau et al. 2003].”
- The mechanics of trust: A framework for research and design (2005, background): “These cues can be used strategically in face-to-face situations, and even more so in mediated communication that allows the sender more control over the cues he gives off (e.g. in pre-recorded video or in an avatar-representation; Garau et al., 2003).”
- Digital Chameleons (2005, background): “In addition to being a chameleon, the mimicking agent was re-sponsively interacting with the participant and demonstrating superior eye gaze (Garau et al., 2003).”
- The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments (2005, background): “Similarly, Garau et al. (2003) demonstrated that more photographically realistic avatars elicited no more copresence than did less realistic-looking avatars, and, in fact, found that increasing the photo-realism of an avatar can actually cause a decrease in copresence if the behavioral realism is…”
- The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction (2005, background): “For example, Garau et al. (2003) found that people had similar perceptions and partner evaluations during interaction with either a high or a low anthropomorphic image, but ratings were lower if characteristics of avatars were inconsistent, i.e., a low anthropomorphic image with very realistic…”
- A Systematic Review of Social Presence: Definition, Antecedents, and Implications (2018, background): “Studies suggest that higher levels of social presence are more beneficial in equivocal contexts wherein there is no “correct” outcome, such as negotiations (Daft and Lengel, 1986; Garau et al., 2003).”
- Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments (2004, background): “In CVEs, avatars representing interactants can bear varying degrees of photographic or anthropomorphic (Garau et al., 2003; Bailenson, Beall, Blascovich, Raimmundo, & Weisbuch, 2001; Sannier & Thalmann, 1998), behavioral (Bailenson et al., 2002; Cassell, 2000; Biocca, 1997), and even dispositional,…”
- Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape (2018, background): “…used to describe and evaluate the experience of VR making you feel like you are somewhere else (Sheridan, 1992; Usoh, Catena, Arman, & Slater, 2000), and ‘co-presence’ or ‘social presence’ is used to describe the experience of being with someone else (Casanueva & Blake, 2001; Garau et al., 2003).”
- State of the art of virtual reality technology (2016, background): “By tracking the users eye and determining what he is currently looking at, several features like interaction, rendering depth of field, foveated rendering, and rendering of the gaze directions of the remote users on their avatars in multi-user environments [30] can be implemented.”
- Social eye gaze in human-robot interaction (2017, background): “More realistic avatars benefit from appropriate conversational gaze, but low-realism avatars, such as stick figures, are adversely affected by human-like gaze behavior (Garau et al., 2003).”
- An Emerging Theory of Avatar Marketing (2021, background): “2002), but both form and behavioral realism are associated with greater avatar usefulness in most contexts (Garau et al. 2003; Kang, Watt, and Ala 2008; Yee, Bailenson, and Rickertsen 2007).”