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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Appearance of the Avatar Can Enhance the Sense of Co-Presence During Virtual Interactions with Users</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Laboratory of Cognitive Science and Immersive Virtual Reality, CS-IVR, Department of Psychology, University of Campania Luigi Vanvitelli</institution>
          ,
          <addr-line>Viale Ellittico, 31, 81100 Caserta</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1807</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Computer media, interactive interfaces and virtual environments are becoming more social and increasingly used for interpersonal interactions. Indeed, nowadays we can observe an increment in social interactions between users and computer agents (i.e. avatars). The inclusion of avatars within virtual environments is known to facilitate interaction and to improve users' sense of presence (being in there) and social presence (being with another) during these simulations. Therefore, understanding which characteristics of avatars' appearance increase users' involvement and social presence in a virtual world can be useful for theoretical and applied purposes. We tried to address this issue by considering individuals' reaction to an ancient evolutionary behavior: grinding their mouth and showing their teeth to express anger. Participants determined their comfortdistance from male and female avatars showing anger and happiness with open and closed mouth. Results showed that comfort-distance was larger with angry avatars with open mouth than all other conditions. Participants approached happy avatars at shorter distances with both open and closed mouths. Therefore, if we control the way avatars manifest emotions by paying attention to their adaptive evolutionary roots, we can improve the capacity of virtual systems to induce a sense of co-presence, the feeling of being in touch with another in the computergenerated world.</p>
      </abstract>
      <kwd-group>
        <kwd>Emotions - Adaptive function- Avatars' appearance - Social pres- ence - IVR</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Technological advances shape our society and thus deeply influence human thinking
and behavior [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. An example of such transformative technology is, for instance, the
fact that computer media, interactive interfaces and virtual environments are becoming
more social and increasingly used for interpersonal interactions [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ].
      </p>
      <p>
        Indeed, nowadays we can observe an increment in social interactions not only among
users, but also between users and computer agents (i.e. avatars), and this is particularly
true for advanced interactive media, including Immersive Virtual Reality (IVR) [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ].
      </p>
      <p>
        IVR is a medium that is able to induce the experience of “presence” in a
computergenerated world. Presence refers to the “sense of being there” or the “feeling of being
in a world that exists outside the self” [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5-7</xref>
        ]. Therefore, the sense of presence is rooted
on a paradoxical state of consciousness: people behave and feel as if they actually were
in the virtual world even though they know there is nothing real [
        <xref ref-type="bibr" rid="ref5 ref8">5, 8</xref>
        ]. The inclusion
of avatars (i.e. representations of human users) within IVR environments is known to
facilitate interaction and to improve users' sense of involvement and realism of this
simulations [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Indeed, if the anthropomorphism of avatars is sufficiently “natural”,
we tend to attribute them feelings and thoughts as if they had a mind similar to our own
mind (e.g. [
        <xref ref-type="bibr" rid="ref10 ref11 ref5 ref9">9, 10, 5, 11</xref>
        ]). In other word, we develop the so-called “social presence”,
the sense of “being together with another” [
        <xref ref-type="bibr" rid="ref12 ref2">2, 12</xref>
        ]. Therefore, beyond the “sense of
being in the virtual place” there is the experience of “co-presence”, or quite essentially,
the “sense of another through the virtual medium” [
        <xref ref-type="bibr" rid="ref12 ref2">2, 12</xref>
        ]. This phenomenon can be
explained by the notion of “derivative intentionality” proposed by Dennett [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ]: the
attribution of goals, desires, rationality to a system or an entity which hence referred to
as intentional. Therefore, understanding which characteristics of avatars’ appearance
increase the social presence can be useful for theoretical and applied purposes (e.g.,
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]).
      </p>
      <p>
        In this study we address this issue by considering a normal social behavior that is
rooted in an ancient evolutionary behavior: opening or closing the mouth when we
express emotions [
        <xref ref-type="bibr" rid="ref15 ref16 ref17 ref18">15-18</xref>
        ]. Facial expressions are salient social cues that signal an
individual’s emotional state, behavioral intentions or action requests [
        <xref ref-type="bibr" rid="ref17 ref19 ref20">17, 19, 20</xref>
        ].
Therefore, successful social exchanges require both the ability to detect the emotions of
others and to adapt our behavior to theirs [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        According to an adaptive perspective, several emotional expressions may express a
direct or indirect evolutionary root [
        <xref ref-type="bibr" rid="ref15 ref17 ref20">15, 17, 20</xref>
        ]. For example, grinding mouth and
showing teeth is a typical behavior in the animal world to express aggression and attack
against someone [22, 15, 17, 20, 23; see also [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Here we wondered if this
evolutionary characteristic of emotions is also reflected in the appearance of avatars, that is if we
are more afraid of avatars that seem angry with their mouths open or closed. And what
happens with avatars that look happy? In other words, we want to exploit the adaptive
functions of human facial expressions to explore the degree of social and physical
involvement during social interactions with avatars.
      </p>
      <p>
        According to proxemics, individuals actively use the space and manipulate their
environment in order to establish their preferred degree of closeness and involvement [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]
deploying approach and avoidance behaviors during interpersonal encounters [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>
        In proxemics, this interpersonal space (IPS) represents the optimal social distance
from conspecifics thus, a good measure of the quality of social interactions [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ]. In
the social psychology literature, a typical task to assess the size of interpersonal space
is based on comfort-distance judgments provided through the ‘approach-distance’
paradigm: participants have to stop themselves at the point where they still feel
comfortable with the proximity of the interactant.
      </p>
      <p>
        Typically, this distance increases in uncomfortable/threatening situations and
decreases in comfortable/safe situations [
        <xref ref-type="bibr" rid="ref27 ref28 ref29 ref30">27-30</xref>
        ]. As signal of salient environmental
events, emotional facial expressions trigger approaching-avoiding reactions that reveal
evolutionary adaptations rooted in basic survival mechanisms [
        <xref ref-type="bibr" rid="ref15 ref17 ref22 ref22 ref31">22, 15, 17, 22, 31</xref>
        ] even
when interacting with virtual conspecifics in IVR environments (e.g., [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]).
      </p>
      <p>
        However, to our knowledge, it is still unclear if whether the way the face expresses
emotions, i.e. with the mouth open or closed, can influence this basic survival response
and, through distance modulation, provide an index of involvement in social-presence.
To this end, we devised an IVR study in which participants were asked to determine
the comfort-distance while approached virtual avatars showing anger and happiness
with open and closed mouth. We hypothesize that if we are more afraid of avatars who
seem angry with their mouths open than closed, then we should expect a larger distance
in the former. Moreover, since previous studies have shown gender differences in
interpersonal distance [
        <xref ref-type="bibr" rid="ref25 ref28 ref33 ref34 ref35">25, 28, 33, 34, 35</xref>
        ] we also investigate this aspect.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <sec id="sec-2-1">
        <title>Participants</title>
        <p>Thirty-two right-handed participants (16 males), aged 18-29 years (Mage= 23; SD= 3),
were recruited in exchange of course credit. Participants had
normal/corrected-to-normal vision. Nobody claimed discomfort or vertigo during the IVR experience and
reported being aware of the experimental purpose. All participants gave their written
consent to take part in the study. The study was in conformity with the local Ethics
Committee requirements and the Declaration of Helsinki (World Medical Association,
2013).
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Setting and apparatus</title>
        <p>
          The experimental setting and the virtual scenario were similar to those of previous
studies [
          <xref ref-type="bibr" rid="ref32 ref33 ref34">32-34</xref>
          ]. The IVR equipment was installed in a 5x4x3 m room of the Laboratory of
Cognitive Science and Immersive Virtual Reality (CS-IVR, Dept. Psychology). The
equipment included the 3-D Vizard Virtual Reality Software Toolkit 4.10 (Worldviz,
LLC, USA) with the Oculus Rift head mounted display (HMD) having two OLED
displays for stereoscopic depth (images = 1920 x 1080; 90° horizontally, 110° diagonally).
The IVR system continuously tracked and recorded participant’s position through a
marker on the HMD. Visual information was updated in real time.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Virtual scenario and virtual stimuli</title>
        <p>The virtual room (3 x 2.4 x 3 m) consisted of green walls, white ceiling and grey floor
with a white dashed line from the initial position of the participant to the end of the
virtual room. A total of eight young avatars (four females) were selected among a
colony of highly realistic avatars and were used for the present study (Vizard Complete
Characters, WorldViz; USA).</p>
        <p>
          The emotional expression of the face was obtained by modelling the virtual faces
with 3DS Max (Autodesk) following the KDEF database [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. The sample of avatars
was selected on the basis of a previous pilot study [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] in which 14 participants rated,
on a 9-point Likert scale, how much the faces presented on the PC appeared
happy/unhappy, friendly/threatening, angry/peaceful, and annoying/quite. Following this
evaluation, twelve avatars were selected whose facial expressions were: happy (two males
and two females) angry (two males and two females) and neutral (two males two
females).
        </p>
        <p>
          The selected sample (Fig.1) represented male and female adults aged about thirty
years wearing similar casual clothes and were perceived as representation of Italian
people. Their height was 175 cm (males) and 165 cm (females). Their gaze was kept
looking straight ahead throughout the trials [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Procedure</title>
      <p>After presenting the IVR devices, participants were invited to wear the HMD and to
explore the virtual scenario in order to familiarize with the IVR equipment and the
environment. Through the HMD, participants could see the virtual stimuli fully
immersed in the virtual scene. During this initial experience they had to describe their
feelings of presence (e.g. participants were asked if they felt present in the virtual space,
if they felt they were acting in the virtual space excluding the real external
environment). After that, participants received instructions about the comfort-task and then
guided to the starting position holding a key-press device in their dominant hand. The
entire experimental flow comprised a four-trial training session to allow the participant
to familiarize with the task. Next, the tasting phase began with a short presentation of
the instructions (2 s) followed by a fixation cross (300 ms) then an avatar (i.e. a
male/female avatar showing angry or happy facial expression) appeared. The instruction was:
“Press the button as soon as the distance between you and the avatar makes you feel
uncomfortable’’. During the experimental session, avatars remained motionless and
participants walked towards them (0.5 ms-1) until they stopped and simultaneously
pressed the button, after which returned to the starting position. After button press,
virtual stimuli disappeared. Each virtual stimulus was randomly presented 4 times (total
of trials: 32), the experimental session lasted about 10 minutes. Finally, participants
evaluated their experience with the avatars. They reported they clearly identified their
facial expressions as if they were ‘‘realistic persons’’.
4
5</p>
    </sec>
    <sec id="sec-4">
      <title>Data Analysis</title>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>
        In each trial, the participant-avatar distance (cm) was recorded. The mean distances
were analyzed through a 2x2x2x2 mixed ANOVA with Participant's Gender as between
factor and three within factors: Emotion (2 levels: happy, angry), Avatars’ sex (male,
female) and Mouth (2 levels: open, closed). The Tukey HSD post-hoc test was used,
and the magnitude of significant effects was expressed by partial eta-squared (η²p).
A main effect of Emotion appeared (F(1,30)= 22.28, p &lt; .0001, η²p= 0.43). Comfort
distance was larger with angry than happy avatars. A main effect of avatar's gender also
emerged (F(1,30)= 14.85, p &lt; .001, η² p= 0.33), such that comfort-distance was larger
with male than female avatars. Finally, a main effect of mouth was shown (F(1,30)=
16.54, p &lt; .001, η² p= 0.35). Comfort-distance was larger when dealing with avatars
with open than closed mouth. Emotion and mouth significantly interacted (F(1,30)=
8.504, p = 0.007, η²p= 0.22). The effect was due to the fact that participants preferred a
larger distance from angry avatars with open mouth than all other conditions (at least p
&lt; .001). Moreover, no difference emerged with avatars expressing happiness with open
or closed mouth p= 0.92). Participant's gender, avatar's gender and mouth significantly
interacted (F(1,30)= 6.13, p = 0.02, η² p= 0.17). The post-hoc analysis showed that male
participants preferred a shorter comfort-distance from female avatars with closed mouth
than all other conditions (at least p &lt; .01). For female participants, comfort-distance
was larger from male avatars with open mouth than all other conditions (at least p &lt;
.01). Finally, emotion, avatar's gender and mouth significantly interacted (F(1,30)=
6.95, p = 0.01, η² p= 0.19) (Fig.2). In presence of happy avatars, distance was shorter
from females with both open/closed mouth (no difference, P= 0.93) than males with
both open/closed mouth (at least p &lt; .05). In presence of angry avatars, distance was
larger from males with open mouth than all other conditions (at least p &lt; .001). With
female angry avatars, distance was larger when they had open than closed mouth (p &lt;
.001).
The inclusion of avatars within IVR environments is known to facilitate interaction and
to improve users' sense of involvement and realism of this virtual experiences [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Therefore, understanding which characteristics of the appearance of avatars may
increase the social presence can be useful for theoretical and applied purposes (e.g. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]).
To this end, we have explored the effect of an ancient evolutionary behavior: opening
or closing the mouth for expressing emotions [
        <xref ref-type="bibr" rid="ref15 ref16 ref17 ref18">15-18</xref>
        ]. Here we wondered if the
primitive (defensive) response to (negative) emotions may be affected by the way the avatar
expresses emotions, i.e. with the mouth open or closed, and, through distance
modulation, provide an index of involvement in social-presence. In line with literature, results
showed that participants kept further from angry avatars than happy ones [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] and from
male than female avatars [
        <xref ref-type="bibr" rid="ref33 ref34">33, 34</xref>
        ]. In addition, male participants reduced distance with
female avatars with closed mouth, while female participants increased distance with
male avatars with open mouth. Coherently with previous findings (e.g., [
        <xref ref-type="bibr" rid="ref35 ref38">35, 38</xref>
        ],
women seem to be more focused on gaining information about the safety/harmful value
of the social context than men. More interestingly for our purpose, the present findings
indicate that all the participants reacted by increasing distance when approached male
angry avatars with open than closed mouth. Notably, no difference emerged between
open and closed mouth when expressing happiness, and this is true both for male and
female participants Indeed, going further previous works (e.g. [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]), interested in
clarify gender-related and emotion-related effects and the ecological validity of VR in
proxemics, here we explored which physical characteristics of virtual conspecifics per se
could have reinforced the sense of presence and co-presence during IVR interactions.
In line with this, our results show that avatars' appearance can enhance the sense of
physical and social presence during IVR experiences and that reactions in response to
emotions can reflect the degree of involvement in virtual interactions. As in the animal
world, participants took advantages from those facial expressions able to enhance
survival (e.g. [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]) reacting with avoiding behaviors against angry avatars showing teeth,
a signal of potential aggression and attack [
        <xref ref-type="bibr" rid="ref15 ref17 ref20 ref22 ref23">22, 15, 17, 20, 23</xref>
        ]. On the other hand, as
results confirm, in presence of emotions that communicate positivity, sociality and
safety, people respond with approaching behavior, no matter if the other smiles with
open or closed mouth [
        <xref ref-type="bibr" rid="ref15 ref17 ref20 ref23 ref24">15, 17, 20, 23, 24</xref>
        ]. According to an evolutionary perspective, it
is more important to avoid potentially noxious stimuli, such as predators or other
aggressive conspecifics, than to approach positive stimuli, such as smiling conspecifics
[
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. To conclude, if we control the way avatars manifest emotions by paying attention
to their adaptive evolutionary roots, we can improve the capacity of virtual systems to
induce a sense of co-presence, the feeling of being in touch with another in the
computer-generated world.
      </p>
    </sec>
  </body>
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