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80                                                                UEC Int’l Mini-Conference No.53
                              The Influence of Virtual


                              Non-creature Human-



                              Like Avatars on the User


                       Luca Malte Barre                 Koichi Hirota                  Sho Sakurai
                    Department of Informatics      Department of Informatics     Department of Informatics
               University of Electro-Communications  University of Electro-Communications  University of Electro-Communications
                         Tokyo, Japan                   Tokyo, Japan                   Tokyo, Japan

                           Introduction                                      Background

                In Virtual Reality (VR) the user can explore and interact     Proteus Effect
                with virtual worlds by embodying a virtual avatar. In   The appearance of a virtual avatar can influence the
                popular VR applications like VR Chat users can choose   users’ behavior. For example:
                almost any virtual character as their representation
                and engage in different activities. As such, the virtual    An attractive avatar can lead to higher intention of
                avatars have a high influence on the users’ experience   engaging in social activities
                in these worlds. It has been shown that these virtual      Anthropomorphism
                avatars can influence the users’ behavior based on   The phenomena of assigning human
                their appearance. This holds especially for human-like   characteristics to (non-living) objects
                avatars. However, there are also avatars that
                resembles a human but are not exactly living creatures.
                Yet, it is still unclear whether this type of avatars can
                also influence the users’ behaviors in a similar way to
                the regular human avatars.
                                                                                                     [3]
                             Proposal                                       Experiments

                   Non-Creature Human-Like Avatars                              VR Twister

             Avatars that are living                           A VR version of Twister that
             creatures like animals but                        has been used to show that
             appear human-like due to the                      using a human avatar but
             phenomena of unintended                           with different gender can
             anthropomorphism.                                 also influence the user’s
             For example: A Daikon                       [1]   behavior and perception
                           Human-Like Avatars                                                             [2]
                                                                               Optitrack Motive
              Comparing  the non-
              creature human-like                              With Optitrack Motive the users’
              avatars to human avatars                         movement in the real world can be
              allows for a  better                             captured precisely and mapped to the
              evaluation of the effects                        virtual avatar in real-time. Users
                                                               typically wear black suits with special
                                                               markers on it.

                       Expected Results                                      Future Work

              • Non-creature Human-like avatars can            • Investigate the influence in a single user
                influence the users’ behavior                     environment
              • Weaker than human avatar’s effect              • Investigate the influence in a more cooperative
                                                                  scenario
            [1] https://booth.pm/en/items/4112847, Author: kousuke-s
            [2] Effect of the Opponent’s Appearance on Interpersonal Cognition that Affects User-to-User Relationship in Virtual Whole-Body Interaction, Sho Sakurai et al, 2021, Fuji Technology Press LTD
            [3] https://www.grammarly.com/blog/literary-devices/anthropomorphism/. Parker Yamasaki, 10/2022
            .
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