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 language | English |
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| Title of host publication | Proceedings MIG 2025 - 18th ACM Conference on Motion, Interaction and Games |
| Editors | Robert W. Sumner, Fabio Zund, Sophie Jorg, Nuria Pelechano |
| Publisher | Association for Computing Machinery |
| ISBN (Electronic) | 9798400722363 |
| DOIs | |
| Publication status | Published - 2 Dec 2025 |
| Event | 18th Annual ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2025 - Zurich, Switzerland Duration: 3 Dec 2025 → 5 Dec 2025 |
Publication series
| Name | Proceedings MIG 2025 - 18th ACM Conference on Motion, Interaction and Games |
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Conference
| Conference | 18th Annual ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2025 |
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| Country/Territory | Switzerland |
| City | Zurich |
| Period | 3/12/25 → 5/12/25 |
Bibliographical note
Publisher Copyright:© 2025 Copyright held by the owner/author(s).
Keywords
- animation realism
- avatar familiarity
- digital doubles
- digital humans
- identification
- virtual avatars