ArticleTrends in hearing
Effect of Avatar Head Movements on Communication Behavior and Subjective Evaluations of Presence and Success in Triadic Conversations.
Article in Trends in hearing. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Interactive communication in virtual reality can be used in experimental paradigms to increase the ecological validity of hearing device evaluations. This requires the virtual environment to elicit natural communication behavior in listeners. This study evaluates the effect of virtual animated characters' head movements on participants' communication behavior and experience. Triadic conversations were conducted between a study participant and two confederates. To facilitate the manipulation of head movements, the conversation was conducted in telepresence using a system that transmitted audio, head movement data and video with low delay. The confederates were represented by virtual animated characters (avatars) with different levels of animation: Static heads, automated head movement animations based on speech level onsets, and animated head movements based on the transmitted head movements of the confederates. A condition was also included in which the live videos of the confederates' heads were embedded in the visual scene. Sixteen young adults (19-32 years) with self-reported normal hearing participated in the study, i.e., 16 triads were measured. The results show significant effects of animation level on the participants' speech and head movement behavior as recorded by physical sensors, as well as on the subjective experience. The largest effects were found for the range of head orientation while speaking, the head orientation while listening, and the perceived realism of avatars. We therefore conclude that the representation of conversation partners affects communication behavior, which may be considered when natural speech and movement behavior is desired.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.