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Updated: May 23, 2025

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
Published on: March 1, 2017
Coverage of Facial Expressions and Its Effects on Avatar Embodiment, Self-Identification, and Uncanniness
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Facial expressions are crucial for many eXtended Reality (XR) use cases, from mirrored self exposures to social XR, where users interact via their avatars as digital alter egos. However, current XR devices differ in sensor coverage of the face region. Hence, a faithful reconstruction of facial expressions either has to exclude these areas or synthesize missing animation data with model-based approaches, potentially leading to perceivable mismatches between executed and perceived expression. This paper investigates potential effects of the coverage of facial animations (none, partial, or whole) on important factors of self-perception. We exposed 83 participants to their mirrored personalized avatar. They were shown their mirrored avatar face with upper and lower face animation, upper face animation only, lower face animation only, or no face animation. Whole animations were rated higher in virtual embodiment and slightly lower in uncanniness. Missing animations did not differ from partial ones in terms of virtual embodiment. Contrasts showed significantly lower humanness, lower eeriness, and lower attractiveness for the partial conditions. For questions related to self-identification, effects were mixed. We discuss participants' shift in body part attention across conditions. Qualitative results show participants perceived their virtual representation as fascinating yet uncanny.
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