TY - GEN
T1 - Effects of Gestural Exaggeration to User Experience in Virtual Reality
AU - Oh, Jiwon
AU - Kim, Gerard J.
N1 - Funding Information:
This research was supported by Korea Agency for Technology and Standards (KATS) and Korea Evaluation Institute of Industrial Technology (KEIT) through the Standard Technology Development and Spread Program (Grant No. 10085589).
PY - 2020/11/9
Y1 - 2020/11/9
N2 - In real life, people use facial expressions, bodily gestures, and tone variations to convey information more clearly and dramatically. Such multimodal communication is effective, but also requires significant mental and physical efforts on the part of the communicator. In virtual reality (VR), such efforts can be much relieved not only automatically but also in a much more amplified way, which would not possible in real life. In this paper, we investigate the effects of exaggeration and highlighting of gestures when communicating in VR. The exaggeration and highlighting method we consider is enlarging and exaggerating of the gestural body parts. We conduct a comparative experiment in which a VR user tries to understand an avatar conveying a short passage or describing a concept word only in gestures with the avatar's gesturing body parts appropriately enlarged (or not). Our experiment has shown that there was not only the expected communication efficacy depending on the type of content to be conveyed, there was also a significant influence to the level of concentration, immersion and even presence.
AB - In real life, people use facial expressions, bodily gestures, and tone variations to convey information more clearly and dramatically. Such multimodal communication is effective, but also requires significant mental and physical efforts on the part of the communicator. In virtual reality (VR), such efforts can be much relieved not only automatically but also in a much more amplified way, which would not possible in real life. In this paper, we investigate the effects of exaggeration and highlighting of gestures when communicating in VR. The exaggeration and highlighting method we consider is enlarging and exaggerating of the gestural body parts. We conduct a comparative experiment in which a VR user tries to understand an avatar conveying a short passage or describing a concept word only in gestures with the avatar's gesturing body parts appropriately enlarged (or not). Our experiment has shown that there was not only the expected communication efficacy depending on the type of content to be conveyed, there was also a significant influence to the level of concentration, immersion and even presence.
KW - Exaggeration
KW - Gesture
KW - User experience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85096944174&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85096944174&partnerID=8YFLogxK
U2 - 10.1145/3424616.3424701
DO - 10.1145/3424616.3424701
M3 - Conference contribution
AN - SCOPUS:85096944174
T3 - Proceedings - Web3D 2020: 25th ACM Conference on 3D Web Technology
BT - Proceedings - Web3D 2020
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
T2 - 25th ACM Conference on 3D Web Technology, Web3D 2020
Y2 - 9 November 2020 through 13 November 2020
ER -