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Perception in Pixels: Effects of Avatar Representation in Video-Mediated Collaborative Interactions

Pitch Sinlapanuntakul, Mark Zachry

TL;DR

This study investigates whether 2D screen-based avatars, exemplified by Memoji overlays on FaceTime, can improve self-esteem and collaboration satisfaction during non-immersive, video-mediated group work. Employing a within-subject design (N=32) and complemented by group interviews, the authors compare avatar versus traditional video representations across goal-directed activities, revealing significant gains in self-esteem ($d=1.05$) and collaboration satisfaction ($d$ up to $0.74$) with avatars. Qualitative data illuminate benefits such as increased confidence and reduced social tension, alongside challenges in expressing and reading emotions and concerns about fidelity. The findings suggest avatars offer a practical middle ground between camera-on and camera-off modes, with implications for design, adoption, and context-sensitive use in remote teamwork.

Abstract

Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays offer a promising alternative for enhancing self-representation, bridging the gap between virtual reality (VR) and traditional non-immersive video. However, the use of such avatars in activity-oriented group settings remains underexplored. To address this gap, we conducted a mixed-methods, within-subject study investigating the impacts of avatar-mediated versus traditional video representations on collaboration satisfaction and self-esteem. 32 participants (8 groups of 4 with pre-established relationships) engaged in goal-directed activities, followed by group interviews. Results indicate that avatars significantly enhance self-esteem and collaboration satisfaction, while qualitative insights reveal the dynamic perceptions and experiences of avatars, including benefits, challenges, and factors influencing adoption likelihood. Our study contributes to understanding and implications of avatars as a camera-driven representation in video-mediated collaborative interactions.

Perception in Pixels: Effects of Avatar Representation in Video-Mediated Collaborative Interactions

TL;DR

This study investigates whether 2D screen-based avatars, exemplified by Memoji overlays on FaceTime, can improve self-esteem and collaboration satisfaction during non-immersive, video-mediated group work. Employing a within-subject design (N=32) and complemented by group interviews, the authors compare avatar versus traditional video representations across goal-directed activities, revealing significant gains in self-esteem () and collaboration satisfaction ( up to ) with avatars. Qualitative data illuminate benefits such as increased confidence and reduced social tension, alongside challenges in expressing and reading emotions and concerns about fidelity. The findings suggest avatars offer a practical middle ground between camera-on and camera-off modes, with implications for design, adoption, and context-sensitive use in remote teamwork.

Abstract

Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays offer a promising alternative for enhancing self-representation, bridging the gap between virtual reality (VR) and traditional non-immersive video. However, the use of such avatars in activity-oriented group settings remains underexplored. To address this gap, we conducted a mixed-methods, within-subject study investigating the impacts of avatar-mediated versus traditional video representations on collaboration satisfaction and self-esteem. 32 participants (8 groups of 4 with pre-established relationships) engaged in goal-directed activities, followed by group interviews. Results indicate that avatars significantly enhance self-esteem and collaboration satisfaction, while qualitative insights reveal the dynamic perceptions and experiences of avatars, including benefits, challenges, and factors influencing adoption likelihood. Our study contributes to understanding and implications of avatars as a camera-driven representation in video-mediated collaborative interactions.
Paper Structure (43 sections, 5 figures, 2 tables)

This paper contains 43 sections, 5 figures, 2 tables.

Figures (5)

  • Figure 1: Device Setup with Miro (on a laptop) and FaceTime (on a mobile device).
  • Figure 2: Avatar condition (left) vs. video condition (right) in a 2x2 grid on FaceTime. Example participant representations are blurred to maintain anonymity and privacy.
  • Figure 3: Game-Based World Map and University Campus Map on Miro.
  • Figure 4: Comparison of average self-esteem ratings. Error bars represent +/- 1 standard error.
  • Figure 5: Comparison of average video-based collaboration satisfaction ratings. Error bars represent +/- 1 standard error.