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Avatar Type, Self-Congruence, and Presence in Virtual Reality

  • Tianqi Huang
  • , Yue Li*
  • , Hai Ning Liang
  • *Corresponding author for this work
    • Xi'an Jiaotong-Liverpool University

    Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

    12 Citations (Scopus)

    Abstract

    Avatars serve as users' virtual identities and hold a significant role in shaping the user experience within the realm of Virtual Reality (VR). The appearance of individual avatars and the perceived self-congruence within the environment are likely to influence users' perceived presence in VR. In this paper, we present a study that investigates four types of avatars in VR: anime, human, animal, and item. Participants were asked to choose an avatar before entering a virtual environment (classroom, gallery, café, street, and forest) populated with avatars of different types and to evaluate their perceived self-congruence within the environment and the perceived presence. Our study results showed no significant difference in presence when users use different avatars. However, there is a correlation between users' perceived self-congruence and social presence. We discuss the findings and provide suggestions for the future use of avatars in VR.

    Original languageEnglish
    Title of host publicationProceedings of the 11th International Symposium of Chinese CHI
    Subtitle of host publicationGenerative, Reflective, Envisioning, Chinese CHI 2023
    PublisherAssociation for Computing Machinery
    Pages61-72
    Number of pages12
    ISBN (Electronic)9798400716454
    DOIs
    Publication statusPublished - 13 Nov 2023
    Event11th International Symposium of Chinese CHI, Chinese CHI 2023 - Bali, Indonesia
    Duration: 13 Nov 202316 Nov 2023

    Publication series

    NameACM International Conference Proceeding Series

    Conference

    Conference11th International Symposium of Chinese CHI, Chinese CHI 2023
    Country/TerritoryIndonesia
    CityBali
    Period13/11/2316/11/23

    Keywords

    • presence
    • self-congruence
    • social presence
    • virtual avatar
    • virtual reality

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