"I don't like my avatar": Investigating Human Digital Doubles

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Creating human digital doubles is becoming easier and much more accessible to everyone using consumer grade devices. In this work, we investigate how avatar style (realistic vs cartoon) and avatar familiarity (self, acquaintance, unknown person) affect self/other-identification, perceived realism, affinity and social presence with a controlled offline experiment. We created two styles of avatars (realistic-looking MetaHumans and cartoon-looking ReadyPlayerMe avatars) and facial animations stimuli for them using performance capture. Questionnaire responses demonstrate that higher appearance realism leads to a higher level of identification, perceived realism and social presence. However, avatars with familiar faces, especially those with high appearance realism, lead to a lower levels of identification, perceived realism, and affinity. Although participants identified their digital doubles as their own, they consistently did not like their avatars, especially of realistic appearance. But they were less critical and more forgiving about their acquaintance's or an unknown person's digital double.

Original languageEnglish
Title of host publicationProceedings MIG 2025 - 18th ACM Conference on Motion, Interaction and Games
EditorsRobert W. Sumner, Fabio Zund, Sophie Jorg, Nuria Pelechano
PublisherAssociation for Computing Machinery
ISBN (Electronic)9798400722363
DOIs
Publication statusPublished - 2 Dec 2025
Event18th Annual ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2025 - Zurich, Switzerland
Duration: 3 Dec 20255 Dec 2025

Publication series

NameProceedings MIG 2025 - 18th ACM Conference on Motion, Interaction and Games

Conference

Conference18th Annual ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2025
Country/TerritorySwitzerland
CityZurich
Period3/12/255/12/25

Bibliographical note

Publisher Copyright:
© 2025 Copyright held by the owner/author(s).

Keywords

  • animation realism
  • avatar familiarity
  • digital doubles
  • digital humans
  • identification
  • virtual avatars

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