AVRID : user experience and self-perception in avatar-mediated multiplayer immersive VR environments
Jayasundara Mudiyanselage, Iresh (2025-06-12)
Jayasundara Mudiyanselage, Iresh
I. Jayasundara Mudiyanselage
12.06.2025
© 2025 Iresh Jayasundara Mudiyanselage. Ellei toisin mainita, uudelleenkäyttö on sallittu Creative Commons Attribution 4.0 International (CC-BY 4.0) -lisenssillä (https://creativecommons.org/licenses/by/4.0/). Uudelleenkäyttö on sallittua edellyttäen, että lähde mainitaan asianmukaisesti ja mahdolliset muutokset merkitään. Sellaisten osien käyttö tai jäljentäminen, jotka eivät ole tekijän tai tekijöiden omaisuutta, saattaa edellyttää lupaa suoraan asianomaisilta oikeudenhaltijoilta.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202506124407
https://urn.fi/URN:NBN:fi:oulu-202506124407
Tiivistelmä
Virtual avatars are central to social interaction in immersive virtual reality (VR), shaping how users perceive themselves and others. This thesis investigates how subtle distortions in avatar behavior, particularly unnatural facial expressions and mouth movements, affect self-perception, embodiment, and social interpretation in a shared multiplayer VR environment. The study aims to understand how visual fidelity and behavioral inconsistencies in avatars influence users' identity perception, emotional responses, and communication quality during immersive experiences.
To explore this, a multiplayer VR system was developed using Unity, FishNet, and Meta XR tools. Where participants could freely navigated a virtual replica of the Oulu campus while engaging in real-time conversations with other remote users. The environment, also, included various other avatars with differing visual styles, including both realistic and abstract representations. During the interaction, participants viewed themselves in a virtual mirror while their self-avatar exhibited intentionally distorted mouth movements through manipulated facial blendshapes. A total of 43 participants completed the study, followed by embodiment and presence questionnaires (IPQ and UVQ) and semi-structured interviews. All interviews were analyzed using thematic analysis.
Findings show that even minor distortions in facial animation led to emotional and social reactions. Some participants interpreted the distortions as indicators of speech or neurological impairment, while others expressed empathy or discomfort. Thematic analysis revealed key categories including embodiment disruption, social misattribution, and heightened emotional sensitivity. Complementary technical evaluations confirmed that the system maintained stable performance and low latency throughout the interaction.
This thesis provides actionable insights for XR designers. The results inform future avatar design practices that prioritize inclusivity, authenticity, and psychological resonance in socially interactive virtual environments.
To explore this, a multiplayer VR system was developed using Unity, FishNet, and Meta XR tools. Where participants could freely navigated a virtual replica of the Oulu campus while engaging in real-time conversations with other remote users. The environment, also, included various other avatars with differing visual styles, including both realistic and abstract representations. During the interaction, participants viewed themselves in a virtual mirror while their self-avatar exhibited intentionally distorted mouth movements through manipulated facial blendshapes. A total of 43 participants completed the study, followed by embodiment and presence questionnaires (IPQ and UVQ) and semi-structured interviews. All interviews were analyzed using thematic analysis.
Findings show that even minor distortions in facial animation led to emotional and social reactions. Some participants interpreted the distortions as indicators of speech or neurological impairment, while others expressed empathy or discomfort. Thematic analysis revealed key categories including embodiment disruption, social misattribution, and heightened emotional sensitivity. Complementary technical evaluations confirmed that the system maintained stable performance and low latency throughout the interaction.
This thesis provides actionable insights for XR designers. The results inform future avatar design practices that prioritize inclusivity, authenticity, and psychological resonance in socially interactive virtual environments.
Kokoelmat
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