Exploring the Impact of Avatar Realism on Social Presence, Uncanny Valley, and User Interactions in Virtual Reality
Summary
This thesis investigates the impact of avatar realism on user perceptions and interactions within virtual reality environments. The study compares high-realism Meta Human avatars with lower-realism Ready Player Me avatars to understand their effects on realism, unsettling effects, and approachability. The research includes a preliminary study and a VR study, focusing on whether different levels of avatar realism influence user experience and social presence.
In the preliminary study, 31 participants evaluated eight avatars on three scales: realism, unsettling effects, and approachability. The results showed that Meta Human avatars were perceived as significantly more realistic and more unsettling compared to RPM avatars, supporting the hypothesis that higher realism is associated with increased unsettling effects. However, there was no significant difference in approachability between the two types of avatars.
The VR study further examined how these avatars affected social presence and user interaction. Findings indicated that high-realism avatars enhance social presence but also trigger the uncanny valley effect, where avatars are perceived as eerily realistic and unsettling. This suggests that while realistic avatars can improve engagement and interaction quality, they also risk causing discomfort among users.
Overall, this thesis contributes to the understanding of avatar design in social VR, emphasizing the need for balance between realism and user comfort in interactions. Future work should explore methods to mitigate the uncanny valley effect while maintaining high levels of social presence and engagement.
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