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
- Year
- 2024
- Citations
- 3
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 com-prehension 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.
Keywords
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