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4                                                                 UEC Int’l Mini-Conference No.54

                The Influence of Non-Creature Human-Like Virtual Avatars on the

                                                          User


                                                    ∗
                               Luca Malte BARRE , Koichi HIROTA, and Sho SAKURAI
                                                Department of Informatics
                                The University of Electro-Communications, Tokyo, Japan

               Keywords: VR, Embodiment, Motion Capture, Humanoid Avatars, Proteus Effect

               1  Introduction
               In Virtual Reality (VR), embodiment is the phe-
               nomenon of becoming a virtual representation of
               oneself, so called avatars.  Previous research has
               shown that the appearance of an avatar can influence
               the user’s behavior and perception, which is known
               as the Proteus Effect. For example, an attractive
               avatar can lead to higher engagement in social inter-
               actions. While this is true for human avatars, this
               phenomenon is rather unexplored for other avatar
               types. Therefore, this preliminary research inves-
               tigates whether non-creature avatars (e.g., a plant)
               that are still human-like can also induce the Pro-
               teus Effect. Moreover, this research investigates the
               human-likeness of these avatars.
               2  Method
               For the investigation, a user study using the VR
               Twister [1] system and the avatars seen in figure 1,
               has been conducted. The participants were playing 3
               rounds using a different combination of avatars each
                                                               Figure 2: Rating of the desire to be close to the other
               time. Each round was followed by a questionnaire  player for each condition
               about human-likeness, social feelings and appearance
               of the avatars.
                                                               4   Discussion
                                                               The results suggest that non-creature human-like
                                                               avatars can induce the Proteus Effect, yet weaker
                                                               than human avatars. While the limbs and motion of
                                                               the broccoli avatar were rated as most human-like,
                                                               the overall rating was very low. This suggests that
                                                               these parts were not enough to make an inanimate
                                                               entity human-like. However, as this was a prelimi-
               Figure 1: Avatars used in the study. L: Broccoli (B),  nary study, further investigations are required.
               R: Human (H)
                                                               5   Conclusions
                                                               This preliminary study investigated the human-
               3  Results
                                                               likeness and possibility of Proteus Effect when us-
               Participants reported a higher desire to be closer to  ing non-creature human-like avatars and indicates
               the other player when both were using the Broccoli  that the Proteus Effect can be induced by these
               avatar, compared to when they were using the human  avatars. It also indicates that different parts affect
               avatar and the other player the Broccoli avatar 2.  the human-likeness of inanimate entities differently
               Other social feelings were similarly rated.     and reveals a new direction to investigate.
                 As seen in the lower part of figure 2, the human  References
               avatar was rated very human-like while the broccoli
                                                               [1] Sho Sakurai et al., ”Effect of the Opponent’s
               avatar was rated not very human-like in both condi-
               tions. Participants reported that the limbs and the  Appearance on Interpersonal Cognition that
               motion were the most human-like parts of the broc-  Affects User-to-User Relationship in Virtual
                                                                  Whole-Body Interaction” Journal of Robotics
               coli avatar.
                                                                  and Mechatronics, vol. 33, no. 5, pp.1029-1042,
                 ∗ The author is supported by MEXT Scholarship.   2021.
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