Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure
Abstract
:1. Introduction
1.1. Motion-Captured Avatars and Their Impact on VR Social Interactions
1.2. Using Motion Capture for High Behavioural Realism
1.3. Some Avatars May Appear Unnatural Due to Insufficient Behavioural Realism
1.4. Behavioural Realism May Improve Outcomes for VR-Based Therapy
1.5. The Present Study
2. Materials and Methods
2.1. Research Design
2.2. Participants
2.3. Materials
2.3.1. Hardware
2.3.2. iClone UNREAL Avatar
2.4. Vive Sync Avatar
2.5. Measure of Perceived Realism
2.6. Measure of Enjoyment
2.7. Measure of Percentage of Eye Contact Duration
2.8. Post-Experiment Survey
2.9. Procedure
3. Results
3.1. Results for the Perceived Realism Measure
3.2. Results for the Enjoyment Measure
3.3. Results for the Perceived Eye Contact Measure
3.4. End of Experiment Preference Ratings
4. Discussion
4.1. The Effect of Avatar Behavioural Realism on Enjoyment, Realism, and Perceived Eye Contact
4.2. Implications and Future Directions
4.3. Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Participant Ratings | |||||
---|---|---|---|---|---|
None | A Little | Quite a Bit | A Lot | Extensive | |
Face-to-face conversations | 1 (1.8%) | 4 (7%) | 0 (0%) | 2 (3.5%) | 50 (87.7%) |
Phone conversations | 3 (5.3%) | 3 (5.3%) | 0 (0%) | 12 (21.1%) | 39 (68.4%) |
Screen-based conversations | 4 (7%) | 12 (21.1%) | 13 (22.8%) | 13 (22.8%) | 15 (26.3%) |
Conversations in virtual reality | 39 (68.4%) | 14 (24.6%) | 0 (0%) | 2 (3.5%) | 2 (3.5%) |
Screen-based computer games | 20 (35.1%) | 15 (26.3%) | 9 (15.8%) | 2 (3.5%) | 11 (19.3%) |
Virtual reality computer games | 41 (71.9%) | 16 (28.1%) | 0 (0%) | 0 (0%) | 0 (0%) |
Condition | Enjoyment Rating | Perceived Realism Rating | Correlations Between Enjoyment and Realism Ratings | |||
---|---|---|---|---|---|---|
Participant Disclosure | Interviewer Disclosure | Participant Disclosure | Interviewer Disclosure | Participant Disclosure | Interviewer Disclosure | |
Negative Disclosure | ||||||
Vive Sync Avatar | 3.34 (0.99) [0.91] | 3.33 (0.88) [0.88] | 2.31 (0.79) [0.87] | 2.48 (0.97) [0.84] | 0.56 * | 0.53 * |
UNREAL Avatar | 3.50 (0.98) [0.90] | 3.49 (0.88) [0.88] | 2.93 (1.01) [0.89] | 3.03 (0.97) [0.86] | 0.77 * | 0.69 * |
Positive Disclosure | ||||||
Vive Sync Avatar | 3.53 (0.87) [0.92] | 3.59 (0.92) [0.93] | 2.43 (0.99) [0.86] | 2.60 (1.00) [0.87] | 0.57 * | 0.56 * |
UNREAL Avatar | 3.73 (0.81) [0.88] | 3.83 (0.74) [0.91] | 2.98 [0.97] [0.89] | 3.09 (0.93) [0.84] | 0.71 * | 0.66 * |
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Fraser, A.; Hollett, R.; Speelman, C.; Rogers, S.L. Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure. Appl. Sci. 2025, 15, 2896. https://doi.org/10.3390/app15062896
Fraser A, Hollett R, Speelman C, Rogers SL. Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure. Applied Sciences. 2025; 15(6):2896. https://doi.org/10.3390/app15062896
Chicago/Turabian StyleFraser, Alan, Ross Hollett, Craig Speelman, and Shane L. Rogers. 2025. "Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure" Applied Sciences 15, no. 6: 2896. https://doi.org/10.3390/app15062896
APA StyleFraser, A., Hollett, R., Speelman, C., & Rogers, S. L. (2025). Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure. Applied Sciences, 15(6), 2896. https://doi.org/10.3390/app15062896