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Avatars in mixed-reality meetings: a longitudinal field study of realistic versus cartoon facial likeness effects on communication, task satisfaction, presence, and emotional perception

  • We conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups started with the realistic face avatar and switched to the cartoon face version halfway through (RC condition), and the other half with the cartoon-face avatar first (CR condition). Results showed that participants in the RC condition may have had higher expectations and more errors in perceiving their colleagues’ moods. Participants in the CR condition reported that the avatars’ appearance mattered less over time and experienced increased comfort and improved identification of their colleagues. Participants rated words, tone of voice, and movementWe conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups started with the realistic face avatar and switched to the cartoon face version halfway through (RC condition), and the other half with the cartoon-face avatar first (CR condition). Results showed that participants in the RC condition may have had higher expectations and more errors in perceiving their colleagues’ moods. Participants in the CR condition reported that the avatars’ appearance mattered less over time and experienced increased comfort and improved identification of their colleagues. Participants rated words, tone of voice, and movement as the most useful cues for perceiving colleagues’ moods, regardless of avatar rendering style. In the RC condition, participants rated gaze as more useful than facial expressions, while in the CR condition, both gaze and facial expressions were rated as the least useful. Results also suggested that participants had more errors when perceiving negative moods in their colleagues, with this trend appearing for most moods, but depending on conditions. Implications of these findings for mixed and virtual reality meetings are discussed. This work contributes to the field of remote collaboration by providing insights from longitudinal data on the impact of avatar appearance on various aspects of work meetings in virtual environments.show moreshow less

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Metadaten
Author:Georgiana C. DobreGND, Marta Wilczkowiak, Marco Gillies, Xueni Pan, Sean Rintel
URN:urn:nbn:de:bvb:384-opus4-1257799
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/125779
ISSN:1071-5819OPAC
Parent Title (English):International Journal of Human-Computer Studies
Publisher:Elsevier BV
Place of publication:Amsterdam
Type:Article
Language:English
Year of first Publication:2025
Publishing Institution:Universität Augsburg
Release Date:2025/10/10
Volume:205
First Page:103632
DOI:https://doi.org/10.1016/j.ijhcs.2025.103632
Institutes:Fakultät für Angewandte Informatik
Fakultät für Angewandte Informatik / Institut für Informatik
Fakultät für Angewandte Informatik / Institut für Informatik / Lehrstuhl für Menschzentrierte Künstliche Intelligenz
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Licence (German):CC-BY 4.0: Creative Commons: Namensnennung (mit Print on Demand)