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The Influence of Extended Reality and Virtual Characters' Embodiment Levels on User Experience in Well-Being Activities

Tanja Kojić, Maurizio Vergari, Marco Podratz, Sebastian Möller, Jan-Niklas Voigt-Antons

TL;DR

This study investigates how virtual character embodiment affects motivation for daily well-being activities amidst rising sedentary behavior and mental-health concerns. It employs a mixed-methods design with 22 participants and 36 conditions across three prototype modalities (Static, Desktop, XR) and three avatar appearances (cartoon, human-like, robot-like), executed on PC and XR devices, measuring QoE, flow, and presence with validated scales and qualitative feedback. Results indicate that animated avatars—particularly in XR and Desktop modes—raise motivation, improve activity comprehension, and increase presence, with cartoon avatars eliciting more positive responses; most participants preferred a Desktop or XR configuration with an animated cartoon character. The findings support the use of animated virtual characters to enhance engagement in everyday well-being activities and inform design choices for inclusive, flexible well-being tools.

Abstract

Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic, and human-like avatars were tested by 22 participants. Results show that animated virtual avatars, especially with extended reality, boost motivation, enhance comprehension of activities, and heighten presence. Multiple output modalities, like audio and text, with character animations, improve the user experience. Notably, the cartoon-like character evoked positive responses. This research highlights virtual characters' potential to engage individuals in daily well-being activities.

The Influence of Extended Reality and Virtual Characters' Embodiment Levels on User Experience in Well-Being Activities

TL;DR

This study investigates how virtual character embodiment affects motivation for daily well-being activities amidst rising sedentary behavior and mental-health concerns. It employs a mixed-methods design with 22 participants and 36 conditions across three prototype modalities (Static, Desktop, XR) and three avatar appearances (cartoon, human-like, robot-like), executed on PC and XR devices, measuring QoE, flow, and presence with validated scales and qualitative feedback. Results indicate that animated avatars—particularly in XR and Desktop modes—raise motivation, improve activity comprehension, and increase presence, with cartoon avatars eliciting more positive responses; most participants preferred a Desktop or XR configuration with an animated cartoon character. The findings support the use of animated virtual characters to enhance engagement in everyday well-being activities and inform design choices for inclusive, flexible well-being tools.

Abstract

Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic, and human-like avatars were tested by 22 participants. Results show that animated virtual avatars, especially with extended reality, boost motivation, enhance comprehension of activities, and heighten presence. Multiple output modalities, like audio and text, with character animations, improve the user experience. Notably, the cartoon-like character evoked positive responses. This research highlights virtual characters' potential to engage individuals in daily well-being activities.
Paper Structure (4 sections, 1 figure, 1 table)

This paper contains 4 sections, 1 figure, 1 table.

Figures (1)

  • Figure 1: Virtual Characters with diverse appearances from robot-like to human-like; and an example of mobile prototype with interactive exercise list and meditation exercise.