The Impact of AI-Based Real-Time Gesture Generation and Immersion on the Perception of Others and Interaction Quality in Social XR

This study explores how people interact in dyadic social eXtended Reality (XR), focusing on two main factors: the animation type of a conversation partner's avatar and how immersed the user feels in the virtual environment. Specifically, we investigate how 1) idle behavior, 2) AI-generated gestures, and 3) motion-captured movements from a confederate (a controlled partner in the study) influence the quality of conversation and how that partner is perceived. We examined these effects in both symmetric interactions (where both participants use VR headsets and controllers) and asymmetric interactions (where one participant uses a desktop setup). We developed a social XR platform that supports asymmetric device configurations to provide varying levels of immersion. The platform also supports a modular avatar animation system providing idle behavior, real-time AI-generated co-speech gestures, and full-body motion capture. Using a 2×3 mixed design with 39 participants, we measured users' sense of spatial presence, their perception of the confederate, and the overall conversation quality. Our results show that users who were more immersed felt a stronger sense of presence and viewed their partner as more human-like and believable. Surprisingly, however, the type of avatar animation did not significantly affect conversation quality or how the partner was perceived. Participants often reported focusing more on what was said rather than how the avatar moved.

Authors

Institutions

Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2025-10-02
DOI
https://doi.org/10.1109/tvcg.2025.3616864
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Impact of AI-Based Real-Time Gesture Generation and Immersion on the Perception of Others and Interaction Quality in Social XR

Carolin Wienrich, Niklas Krome, Christian Merz, Stefan Kopp et al.
1 citations
IEEE Transactions on Visualization and Computer Graphics
Virtual Reality Applications and Impacts
1.94
article

The Impact of AI-Based Real-Time Gesture Generation and Immersion on the Perception of Others and Interaction Quality in Social XR

Carolin Wienrich, Niklas Krome, Christian Merz, Stefan Kopp, Marc Erich Latoschik
article en
1 citations

Abstract

This study explores how people interact in dyadic social eXtended Reality (XR), focusing on two main factors: the animation type of a conversation partner's avatar and how immersed the user feels in the virtual environment. Specifically, we investigate how 1) idle behavior, 2) AI-generated gestures, and 3) motion-captured movements from a confederate (a controlled partner in the study) influence the quality of conversation and how that partner is perceived. We examined these effects in both symmetric interactions (where both participants use VR headsets and controllers) and asymmetric interactions (where one participant uses a desktop setup). We developed a social XR platform that supports asymmetric device configurations to provide varying levels of immersion. The platform also supports a modular avatar animation system providing idle behavior, real-time AI-generated co-speech gestures, and full-body motion capture. Using a 2×3 mixed design with 39 participants, we measured users' sense of spatial presence, their perception of the confederate, and the overall conversation quality. Our results show that users who were more immersed felt a stronger sense of presence and viewed their partner as more human-like and believable. Surprisingly, however, the type of avatar animation did not significantly affect conversation quality or how the partner was perceived. Participants often reported focusing more on what was said rather than how the avatar moved.

IEEE Transactions on Visualization and Computer GraphicsVol. 31(11)
Bielefeld University (DE), University of Würzburg (DE), Collaborative Group (United States) (US), Human Computer Interaction (Switzerland) (CH)
Openalex Percentile: Top 12%
Virtual Reality Applications and Impacts
1.94
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.