Mirror Me: Exploring Avatar Self-Views in Multi-user Virtual Reality

This paper investigates avatar self-views in virtual reality (VR) and their impact on multi-user communication scenarios. Self-views in video conferencing have been shown to impact our self-perception and mental load, so we explore whether similar effects occur in VR, as personal and professional gatherings progressively move to virtual spaces with 3D avatars. We identify the following key design dimensions for self-representations in VR: spatiality, anchoring and size, and self-visibility. Based on these, we designed three variants (Remote Perspective View, Personal Mirror, and Miniature Avatar), which we compare to a baseline (No Additional Self-View) in a user study. Our analysis of sixteen dyads playing a word-guessing game requiring verbal and non-verbal communication (i.e., explaining and charades) in VR confirms that self-views are beneficial for communication scenarios that require expressive body language or facial expressions, as this allows monitoring the own avatar's animations. Further, the Miniature Avatar was overall preferred due to its spatiality, world-anchoring, and full self-visibility. Based on our results, we offer design recommendations for self-views covering the key design dimensions in VR.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2025-11-13
DOI
https://doi.org/10.1145/3773058
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Mirror Me: Exploring Avatar Self-Views in Multi-user Virtual Reality

Wolfgang Büschel, Raimund Dachselt, Mats Ole Ellenberg, Anke V. Reinschluessel et al.
Proceedings of the ACM on Human-Computer Interaction
Virtual Reality Applications and Impacts
article

Mirror Me: Exploring Avatar Self-Views in Multi-user Virtual Reality

Wolfgang Büschel, Raimund Dachselt, Mats Ole Ellenberg, Anke V. Reinschluessel, Tiare Feuchtner, Katja Krug, Daniel Immanuel Fink
article en

Abstract

This paper investigates avatar self-views in virtual reality (VR) and their impact on multi-user communication scenarios. Self-views in video conferencing have been shown to impact our self-perception and mental load, so we explore whether similar effects occur in VR, as personal and professional gatherings progressively move to virtual spaces with 3D avatars. We identify the following key design dimensions for self-representations in VR: spatiality, anchoring and size, and self-visibility. Based on these, we designed three variants (Remote Perspective View, Personal Mirror, and Miniature Avatar), which we compare to a baseline (No Additional Self-View) in a user study. Our analysis of sixteen dyads playing a word-guessing game requiring verbal and non-verbal communication (i.e., explaining and charades) in VR confirms that self-views are beneficial for communication scenarios that require expressive body language or facial expressions, as this allows monitoring the own avatar's animations. Further, the Miniature Avatar was overall preferred due to its spatiality, world-anchoring, and full self-visibility. Based on our results, we offer design recommendations for self-views covering the key design dimensions in VR.

Proceedings of the ACM on Human-Computer InteractionVol. 9(8)
University of Stuttgart (DE), University of Konstanz (DE)
Openalex Percentile: Top 65%
Virtual Reality Applications and Impacts
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.

Mirror Me: Exploring Avatar Self-Views in Multi-user Virtual Reality — Wolfgang Büschel, Raimund Dachselt, et al. · Proceedings of the ACM on Human-Computer Interaction (2025) | TGRS Research Map | TGRS