Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance

[EN] Emotionally expressive avatars are often used to increase engagement in virtual environ-ments, but their effects on users' emotional outcomes and experience during evaluative tasks are not well established. This study examined whether differences in avatar emo-tional expressiveness are...

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Detalles Bibliográficos
Autores: Ponce-Segura, David, Garcés-Arilla, Sara, Mendez, Marta, Mendez-Lopez, Magdalena, Juan, M. Carmen|||0000-0002-8764-1470
Tipo de recurso: artículo
Fecha de publicación:2025
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:inglés
OAI Identifier:oai:riunet.upv.es:10251/230296
Acceso en línea:https://riunet.upv.es/handle/10251/230296
Access Level:acceso abierto
Palabra clave:Anxiety
Avatars
Communication performance
Embodiment
Emotional expressiveness
Extraversion
Facial tracking
Self-perception
User experience
VR head-sets
Descripción
Sumario:[EN] Emotionally expressive avatars are often used to increase engagement in virtual environ-ments, but their effects on users' emotional outcomes and experience during evaluative tasks are not well established. This study examined whether differences in avatar emo-tional expressiveness are associated with affective responses and user experience during a socially evaluative speech task in virtual reality (VR), and how individual characteristics and emotional variables relate to performance and user experience. Sixty-three university students were randomly assigned to deliver a five-minute self-presentation, simulating a job interview, in front of a virtual mirror while embodied in either a high-expressive or low-expressive avatar. In the present study, the manipulation of avatar expressiveness was implemented using Meta Quest 2 and Meta Quest Pro headsets, differing mainly in facial-tracking capability. Participants completed a structured three-phase protocol: pre-avatar embodiment (baseline questionnaires), avatar embodiment (speech task), and post-avatar embodiment (post-task measures). Emotional state and trait variables, speech fluency and engagement during the task, and user experience variables were assessed. No significant effects of avatar expressiveness were found on emotional or experiential varia-bles. Correlation analyses revealed a positive association between extraversion and avatar embodiment. These findings contribute to our understanding of the factors that are associ-ated with user experience and behaviour in avatar-based VR environments and suggest that individual traits, such as extraversion, should be considered when designing VR ap-plications for training, education, and therapeutic purposes.