University of Oulu

Pakanen, M., Alavesa, P., van Berkel, N., Koskela, T., & Ojala, T. (2022). “Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems. Entertainment Computing, 40, 100457.

“Nice to see you virtually” : thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems

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Author: Pakanen, Minna1; Alavesa, Paula2; van Berkel, Niels3;
Organizations: 1Department of Digital Design and Information Studies, Aarhus University, Aarhus, Denmark
2Center for Ubiquitous Computing, University of Oulu, Oulu, Finland
3Department of Computer Science, Aalborg University, Aalborg, Denmark
Format: article
Version: published version
Access: open
Online Access: PDF Full Text (PDF, 9.9 MB)
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Language: English
Published: Elsevier, 2022
Publish Date: 2022-06-17


This paper presents two studies investigating how physically remote telexistence users wish to see other users visualized as virtual avatars in a) augmented reality, and b) immersive virtual reality while conducting a collaborative task. To answer this research question, a telexistence system was designed and implemented with simple avatar designs. After that, visual examples of alternative avatar representations for both use cases were designed by thoughtfully altering the visual parameters of 36 virtual avatar examples. The avatar designs were first evaluated in a user study with 16 participants in conjunction with using an implemented telexistence system. As a follow-up an online survey with 43 respondents was used to record their preferences regarding virtual avatar appearance. The results suggest that users prefer the other user to be represented in a photorealistic full-body human avatar in both augmented reality and virtual reality due to its humanlike representation and affordances for interaction. In augmented reality, the choice for a hologram full body avatar was also popular due to its see-through appearance, which prevents a mix-up with a real person in the physical space.

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Series: Entertainment computing
ISSN: 1875-9521
ISSN-E: 1875-953X
ISSN-L: 1875-9521
Volume: 40
Article number: 100457
DOI: 10.1016/j.entcom.2021.100457
Type of Publication: A1 Journal article – refereed
Field of Science: 113 Computer and information sciences
Funding: This research was supported by the COMBAT project [293389] funded by the Strategic Research Council at the Academy of Finland, the Open Innovation Platform of Six City Strategy project [A70202] and the Open City Model as Open Innovation Platform project (A71143) funded by the ERDF. This work has been partially funded also by the European Commission grant PRINCE (815362) and the Business Finland funded project Reboot Finland IoT Factory 33/31/2018, supported by Academy of Finland 6Genesis Flagship (318927).
Academy of Finland Grant Number: 318927
Detailed Information: 318927 (Academy of Finland Funding decision)
Copyright information: © 2021 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY license (