Submitted:
21 January 2025
Posted:
21 January 2025
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Abstract
Keywords:
1. Introduction
2. Study Design
2.1. Participants
- Study 1: 42 participants (22 men and 20 women) between the ages of 22 and 62, with an average age of 32.4 years (SD = 9.3). Most participants had a high educational level, with 71.5% (30 participants) holding a university degree or higher. Regarding video conferencing experience, 69% reported frequent use, 23% had regularly used VR systems, while 14.3% had never used VR before this study.
- tem Study 2: 40 participants, equally divided into 25 men and 15 women, aged between 20 and 38 years old, with an average age of 28.2 (SD = 4.7). All participants had a high level of education, 83% having a university degree or pursuing a degree. Regarding video conferencing use, 58% reported frequent use and 43. 5% had occasionally used a virtual reality system.
2.2. Materials
2.3. Variables and Measurement Instruments
2.3.1. User Profile
2.3.2. Measures Obtained at the End of Each Test
2.3.3. Final Study Measures
- Study 1: Technostress caused by avatar use was evaluated using the same scale as the individual tests (SUS) and adapted from a validated test [27]; acceptability of using these types of avatars in different contexts—work, education, and leisure—was also assessed. Questions, again using the SUS scale, were adapted from a validated acceptability questionnaire [29,30,31]; finally, preferences for avatar type were evaluated in six scenarios: team meetings or interactions with external participants, educational settings as a student or teacher, and recreational activities with strangers or friends.
- Study 2: In the same way as in the first study, the test included the evaluation of acceptability and avatar preferences in the same scenarios. In addition, four open questions evaluated the general experience, any discomfort caused, and the use of avatars of different gender.
2.4. Hardware
2.5. Procedure
2.5.1. Pre-Study
2.5.2. Study
-
Avatar Familiarization: Before each interaction, participants were briefly introduced to the avatar that either the interviewer or the participant would use in the session.
- -
- S1: Hyper-realistic, non-realistic, hyper-realistic avatar of another person, and a test as a spectator while another user used their avatar.
- -
- S2: Hyper-realistic, non-realistic, hyper-realistic avatar of another person of the same gender, hyper-realistic avatar of a person of a different gender, and a hyper-realistic avatar of the participant.
- Simulated Interview: Participants engaged in a conversation with the interviewer, designed to make them focus on the interaction rather than on the avatar. They were allowed to change the topic or avoid questions if they wished. In S1, the interviewer positioned themselves behind the users to minimize distraction, allowing users to maintain focus on the avatar. The interview aimed to stimulate conversation and divert attention from the avatar by asking personal questions where participants could expand freely. In S2, the interview took place via video conference in separate rooms, with questions structured to simulate a job interview.
- Post-interaction Questionnaire: At the end of each interaction, participants completed a brief questionnaire to evaluate each avatar type.
2.5.3. Post-Study
3. Results
3.1. User’s Perception of Embodiment
3.1.1. Credibility and Confidence
3.1.2. Privacy
3.1.3. Technostress
- Gender correlated with questions 6 (r=0.359; p=0.05) and 7 (r=0.298; p=0.018), indicating a greater concern among women regarding possible judgment or discrimination based on avatar appearance, aligning with previous research on appearance-related anxiety in video conferencing.
- Age correlated with questions 1 through 5 (Average: r=0.319; p=0.045), indicating higher concerns among younger participants regarding avatar appearance, privacy, and fatigue, consistent with existing literature.
- Videoconferencing experience correlated with apprehension about expressing one’s true personality (r=0.377; p=0.014), suggesting that more experience amplifies concerns in this domain.
4. Acceptability
4.0.1. Avatar Preferences
4.0.2. Use of Different-Gender Avatars
5. Conclusions
Author Contributions
Funding
Informed Consent Statement
Conflicts of Interest
Appendix A
Appendix A.1
| Property | |
| Q1 | It felt like the virtual face was my face. |
| Q2 | The virtual face felt like a human face. |
| Q3 | I had the feeling that the virtual face belonged to me. |
| Agency | |
| Q4 | The movements of the virtual face seemed to be my own movements. |
| Q5 | I enjoyed controlling the virtual face. |
| Q6 | I have felt comfortable using the virtual face. |
| Q7 | I felt as if I was causing the movement of the virtual face. |
| Q8 | The movements of the virtual face were synchronous with |
| my own movements. | |
| Change | |
| Q9 | I had the illusion of owning a different face from my own. |
| Q10 | I felt the need to check if my face really still looked like what I had in mind. |
| Q11 | I felt as if the form or appearance of my face had changed. |
| Privacy | |
| Q12 | I feel that the use of this type of avatar is an intrusion into my privacy. |
| Q13 | I feel that this kind of avatar reveals private personal information without my consent. |
| Technostress | |
| Q1 | Do you feel or would you feel pressured or stressed about maintaining a |
| "perfect" image or appearance through your avatar? | |
| Q2 | Do you feel or think you would feel anxiety or stress when comparing your |
| avatar to other people’s avatars in virtual environments? | |
| Q3 | Do you experience or think that you would experience difficulties in |
| expressing your true identity or personality through your avatar? | |
| Q4 | Do you or would you feel uncomfortable or stressed about the lack of privacy or |
| the potential exposure of your real identity while using an avatar? | |
| Q5 | Do you feel or think you would feel that using avatars in virtual environments |
| exhausts you emotionally or mentally? | |
| Q6 | Do you experience or think you would experience worries or stress related to the |
| possibility of your avatar being judged or discriminated against by other users? | |
| Q7 | Do you feel or think that you would feel that the use of avatars in virtual |
| environments negatively affects your self-esteem or self-confidence? |
| Property | |
| Q1 | It felt like the virtual face was the other person. |
| Q2 | The virtual face felt like a human face. |
| Agency | |
| Q3 | The movements and expressions of the virtual face felt real. |
| Q4 | I felt that the virtual face was not a representation but the real person. |
| Q5 | Overall, I felt like I was talking to the other person. |
| Credibility and confidence | |
| Q1 | The avatar has distracted me from the conversation. |
| Q2 | I found it more difficult to maintain the conversation with the avatar than |
| with the real person’s face. | |
| Q3 | I felt that it was more difficult to speak with the virtual face than with the real person. |
| Q4 | I felt that it was more difficult for me to look at the virtual face during the conversation |
| than with the real person. | |
| Q5 | Overall, I felt stressed or uncomfortable talking with the virtual face. |
| Q6 | I feel that the use of this type of avatar is an intrusion into privacy. |
| Q7 | I feel that this kind of avatar reveals private personal information without consent. |
| Gender | |
| Q1 | I feel it affected my interaction with the interviewer. |
| Q2 | It made me feel uncomfortable during the conversation. |
| Q3 | I found it more challenging to maintain the conversation. |
| Q4 | I feel it affected my confidence with the interviewer to answer their questions. |
| Q5 | I feel the credibility and/or authority of the interviewer changed. |
| Q6 | I was concerned about sharing private information while using avatars. |
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| Study 1 | Study 2 | ||||
|---|---|---|---|---|---|
| Property | r | p | r | p | |
| H | 0,252 | 0,107 | 0,101 | 0,638 | |
| N | 0,191 | 0,227 | 0,022 | 0,92 | |
| O | -0,076 | 0,631 | 0,096 | 0,655 | |
| Agency | H | 0,469 | 0,002 | 0,034 | 0,874 |
| N | 0,329 | 0,003 | 0,067 | 0,757 | |
| O | 0,411 | 0,007 | 0,128 | 0,398 | |
| Change | H | 0,141 | 0,373 | 0,018 | 0,132 |
| N | -0,062 | 0,697 | 0,181 | 0,41 | |
| O | 0,104 | 0,51 | 0,087 | 0,551 |
| Property | Agency | |
|---|---|---|
| Hyper-Realistic | -0,404;0,011 | -0,214; 0,190 |
| Not Realistic | -0,01;0,95 | -0,430; 0,795 |
| Other person | -0,371; 0,009 | -0,524; 0,620 |
| User | -0,367; 0,021 | -0,330; 0,04 |
| S1 r | S1 p | S2 r | S2 p | |
|---|---|---|---|---|
| Useful in work | 0,446 | 0,003 | 0,351 | 0,008 |
| Useful in education | 0,312 | 0,048 | 0,281 | 0,033 |
| Intention to use in work | 0640 | 0,001 | 0,343 | 0,012 |
| Intention to use in education | 0,336 | 0,029 | 0,294 | 0,041 |
| Total | Both | Man | Woman | ||
|---|---|---|---|---|---|
| Work: | Men | 9 | 2 | 7 | |
| Team | Women | 3 | 3 | ||
| Work: | Men | 12 | 1 | 8 | |
| External | Women | 3 | 1 | 2 | |
| Education: | Men | 10 | 7 | 2 | 1 |
| Attending | Women | 3 | 1 | 2 | |
| Education: | Men | 6 | 4 | 2 | |
| Teaching | Women | 3 | 1 | 2 | |
| ]2*Games | Men | 15 | 8 | 2 | 4 |
| Women | 6 | 6 | |||
| ]2*Friends | Men | 12 | 8 | 3 | 1 |
| Women | 8 | 8 |
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