Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings

Authors: Georgiana Cristina Dobre, Marta Wilczkowiak, Marco Gillies, Xueni Pan, Sean Rintel
Venue: CHI EA 2022

AThe study

Within-subjects field study with 14 employees of a global technology company, in 6 groups of co-workers. Over two to three weeks, the groups held 54 recurring work meetings in mixed reality as avatars, switching face style halfway.

Recurring meetingsAfter each meeting Realistic facesall 14 people Half the meetings, as a personalised avatar with a realistic face 12 questions on communication, task satisfaction and presence Cartoon facesall 14 people Half the meetings, as the same avatar with a cartoon face 12 questions on communication, task satisfaction and presence

BThe system

  1. Make two avatarsA head and shoulders photo generates two full-body avatars for each person, one with a realistic face and one with a cartoon face.
  2. Meet at a hologram tableWearing a HoloLens 2 headset, each person sees a holographic table, adjusted to fit the room, with colleagues' avatars placed around it.
  3. Animate liveThe headset's head and hand tracking move the avatar. Its mouth moves with voice loudness and its eyes blink.
  4. Switch avatarA menu lets each person create, join or leave a meeting, mute, and switch between the two avatars.

Both face styles were animated in exactly the same way, with no gaze.

CWhat changed

Comparing face stylesratings averaged across each person's meetings

  • ↑Realistic faces: body language rated more appropriate and more useful.Self-reported. Both styles were animated identically. Reliable differences, p = .019 for appropriateness and p = .036 for usefulness in understanding colleagues.
  • –Realistic faces: engagement, comfort and presence were about the same as with cartoon faces.Self-reported. Nor was there a reliable difference in how much appearance affected tasks, or whether avatars seemed only computerised images.

Changes over repeated meetingstrends by face style and by starting style

  • Cartoon faces: people got better at identifying colleagues across meetings.Self-reported. With realistic faces, identification was high from the start. Averaged over all meetings, the styles did not differ reliably, p = .08.
  • Cartoon faces: groups that started with them said appearance mattered less and less.Self-reported, p = 0.002. The trend continued after these groups switched to realistic faces, p = 0.005. Groups that started with realistic faces showed no such trend.
  • Realistic faces: groups starting with them noticed less unnatural movement during week one.Self-reported. The authors suggest an early mismatch between lifelike looks and less lifelike movement, which people adjusted to.

↑ better than with the other face style ↓ worse – no reliable difference

DKey takeaway

An avatar's functional communicative value can differ from how nice it looks. Over repeated mixed reality work meetings, people may adjust to avatar appearance, so designing for acceptance over time differs from designing appealing avatars.

Made for this site with AI assistance from the verified research brief. It is not the paper's own figure.

Abstract

We report a within-subjects study of the effect of realistic and cartoon avatars on communication, task satisfaction, and perceived sense of presence in mixed reality meetings. For 2 − 3 weeks, six groups of co-workers (14 people) held a recurring real work meeting using Microsoft HoloLens2 devices. Each person embodied a personalised full-body avatar with a realistic face and another with a cartoon face. Half the groups started in the realistic condition and the other half started in the cartoon condition; all groups switched conditions half-way. Initial results show that, overall, participants found the realistic avatars’ nonverbal behaviour more appropriate for the interaction and more useful for understanding their colleagues compared to the cartoon one. Regarding the  results over time, we identify different insights for cartoon and realistic avatars based on the type of avatar was embodied first. We discuss the implications of these results for mixed and virtual  reality meetings.

Research brief

By Georgiana Cristina Dobre, Marta Wilczkowiak, Marco Gillies, Xueni Pan, and Sean Rintel.

Takeaway: Realistic avatar faces are not automatically better for communication. In mixed reality work meetings, identical body language seemed more useful on realistic faces. Yet colleagues who started with cartoon faces came to care less about appearance. So designing avatars people accept over time differs from designing ones that look nice.

Why this matters

What was known
Most of what is known about avatar appearance in meetings comes from one-off virtual reality lab studies with strangers, prone to novelty effects. (§1, p. 2)
What this paper adds
A longitudinal, within-subjects field study comparing realistic and cartoon full-body avatars in co-workers' real recurring mixed reality meetings. To our knowledge, there are no studies comparing different avatar styles over time in immersive environments. (§2.2, p. 3)
Who it matters to
Designers of avatars and of mixed and virtual reality meeting systems, and researchers studying avatar acceptance over time. The implication is that designing for longitudinal avatar acceptance is different to designing acceptable avatars. (§6, p. 6)

Research questions

Method and data

Design
Within-subjects longitudinal field study: each person used a personalised full-body avatar with a realistic face and one with a cartoon face, and half the groups started with each, switching half-way.
Prototype
A networked mixed reality meeting application built in Unity for Microsoft HoloLens 2. Each person sees a holographic blue table, adjustable to fit their room, with colleagues' avatars placed around it, and a menu to create, join or leave a meeting, mute, and switch avatar. Each participant had two personalised full-body avatars made with Avatar SDK from a head-and-shoulders photo, one with a realistic face and one with a cartoon face. Avatars were animated live from the headset's head and hand tracking, with mouth movement driven by voice loudness and blinking but no gaze. The animation was the same for both styles. The two styles were compared with each other.
Realistic and cartoon avatar heads, a floating session menu, and avatars of remote colleagues standing in an office as seen through a mixed reality headset.
Figure 1: Example of realistic (a,c) and cartoon (b,d) avatar upper bodies. The main menu controlling the session (e). A meeting between two participants in realistic avatars (f) and three in cartoon avatars (g) with the adjustable blue table marking the centre. From the paper, Figure 1, p. 1.
Setting
Groups' own recurring work meetings (often stand-ups, status reports or catch-ups), held in mixed reality on Microsoft HoloLens 2.
Participants / data
14 participants (7 female, 6 male, 1 non-binary) from a global technology company, in 6 groups of co-workers who knew each other: 4 dyads and 2 triads.
Duration
Two to three weeks (up to ten meetings per group). 54 meetings in total.
Analysis
124 daily questionnaires with 12 items on 1-7 Likert scales. Repeated measures ANOVA on per-participant averages, and regression over time by avatar type and week.

Findings

Questions this paper answers

Are realistic avatars better than cartoon avatars for work meetings in mixed reality?
Partly. Co-workers rated realistic avatars' body language as more appropriate and more useful for understanding each other, although the animation was identical. Engagement, comfort, task impact and co-presence did not differ significantly between styles. (See §5.1, pp. 5–6; §4.1, p. 5.)
Do people get used to avatars over repeated meetings?
Initial results suggest so, which is why first impressions can mislead. Over repeated meetings, cartoon avatars became easier to recognise and appearance mattered less for people who started with cartoons. The unnaturalness of realistic avatars faded for those who started with them. (See §5.2, p. 6; §5.2, p. 6; §5.2, p. 6.)
Does the order in which you use avatar styles matter?
It may. Over repeated meetings, trends depended on which style people used first, not on style alone. Starting with realistic avatars may create a strong mismatch between lifelike looks and less lifelike movement that people adjust to. Those starting with cartoons were already used to the movement when they switched. (See §5.2, p. 6; §5.2, p. 6.)

Quantitative results

MeasureResultWhere
Sample14 participants in 6 groups; 54 meetings; 124 daily questionnaire responses§3, p. 3
Nonverbal behaviour appropriate for the context (Q11), realistic vs cartoonF (1, 13) = 7.14, p=.019, η 2 = .355§4.1, p. 4
Nonverbal behaviour useful for understanding colleagues (Q12), realistic vs cartoonF (1, 13) = 5.5, p=.036, η 2 = .296§4.1, p. 5
Identifying colleagues (Q8), realistic vs cartoon (not significant)F (1, 13) = 3.53, p = .08, η 2 = .217§4.1, p. 5
Appearance mattered less over time (Q6): cartoon in week 1; realistic in week 2p = 0.002; p = 0.005§4.2, p. 5

Contributions and implications

Limitations

›

Concepts

Uncanny Valley
The theory behind concerns about realistic avatars (affinity later recovers as realism increases further): when the avatar gets more realistic, the users' affinity increases until a certain point, after which affinity drops quickly and the avatar makes users feel uneasy (§2.1, p. 2)
Novelty effect
Responses driven by a system being new, which one-off studies cannot separate from lasting effects. Longitudinal studies can. we were interested in whether various acceptance ratings for both realistic and cartoon conditions would change over time as the novelty effect wore off (§1, p. 2)
Functional communicative value
What we measured, in three parts: the functional communicative value based on (a) the identification of the other person (people); (b) the perceived authenticity of communications; (c) the perceived usefulness of expression and movement (§1, p. 2)

Figures

Boxplots of 1-7 agreement ratings for 12 questions under RQ1, RQ2 and RQ3, cartoon versus realistic avatars. Realistic is higher for nonverbal behaviour being appropriate (Q11) and useful (Q12).
Figure 2: Boxplots for each question grouped by the research question (RQ) and separated by the type of avatar.The y-axis shows the rating (1 = strongly disagree; 7 = strongly agree). From the paper, Fig. 2, p. 4.
Ten scatter plots of ratings across meetings with regression lines: identifying colleagues rises with cartoon avatars, appearance mattering falls for cartoon in week 1 and realistic in week 2, and unnatural behaviour falls for realistic in week 1.
Figure 3: Scatter plots showing the questionnaire ratings over time. The y-axis in all graphs shows the rating (1 = strongly disagree; 7 = strongly agree). The x-axis represents the meetings in a chronological order. W1: Week 1; W2: week 2. Q: question. The line is the linear regression, coloured orange for the statistically significant and purple for the non-significant. From the paper, Fig. 3, p. 5.
Realistic and cartoon avatar heads, a floating session menu, and avatars of remote colleagues standing in an office as seen through a mixed reality headset.
Figure 1: Example of realistic (a,c) and cartoon (b,d) avatar upper bodies. The main menu controlling the session (e). A meeting between two participants in realistic avatars (f) and three in cartoon avatars (g) with the adjustable blue table marking the centre. From the paper, Figure 1, p. 1.

How to cite

Georgiana Cristina Dobre, Marta Wilczkowiak, Marco Gillies, Xueni Pan, and Sean Rintel. 2022. Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings. CHI EA 2022. https://doi.org/10.1145/3491101.3519628

This brief was prepared with AI assistance and published by Sean Rintel. It is not the authors' published text. Page numbers refer to this PDF.

BibTeX

@inproceedings{dobre2022nice,
author = {Dobre, Georgiana Cristina and Wilczkowiak, Marta and Gillies, Marco and Pan, Xueni and Rintel, Sean},
title = {Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings},
booktitle = {CHI EA 2022},
year = {2022},
month = {April},
publisher = {ACM},
url = {https://doi.org/10.1145/3491101.3519628},
doi = {10.1145/3491101.3519628},
}