Understanding and Supporting Co-viewing Comedy in VR with Embodied Expressive Avatars

Fuente: arXiv
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Main Authors: Ohara, Ryo, Yang, Chi-Lan, Narumi, Takuji, Kuzuoka, Hideaki
Format: Preprint
Published: 2025
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author Ohara, Ryo
Yang, Chi-Lan
Narumi, Takuji
Kuzuoka, Hideaki
author_facet Ohara, Ryo
Yang, Chi-Lan
Narumi, Takuji
Kuzuoka, Hideaki
contents Co-viewing videos with family and friends remotely has become prevalent with the support of communication channels such as text messaging or real-time voice chat. However, current co-viewing platforms often lack visible embodied cues, such as body movements and facial expressions. This absence can reduce emotional engagement and the sense of co-presence when people are watching together remotely. Although virtual reality (VR) is an emerging technology that allows individuals to participate in various social activities while embodied as avatars, we still do not fully understand how this embodiment in VR affects co-viewing experiences, particularly in terms of engagement, emotional contagion, and expressive norms. In a controlled experiment involving eight triads of three participants each (N=24), we compared the participants' perceptions and reactions while watching comedy in VR using embodied expressive avatars that displayed visible laughter cues. This was contrasted with a control condition where no such embodied expressions were presented. With a mixed-method analysis, we found that embodied laughter cues shifted participants' engagement from individual immersion to socially coordinated participation. Participants reported heightened self-awareness of emotional expression, greater emotional contagion, and the development of expressive norms surrounding co-viewers' laughter. The result highlighted the tension between individual engagement and interpersonal emotional accommodation when co-viewing with embodied expressive avatars.
format Preprint
id arxiv_https___arxiv_org_abs_2505_20082
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Understanding and Supporting Co-viewing Comedy in VR with Embodied Expressive Avatars
Ohara, Ryo
Yang, Chi-Lan
Narumi, Takuji
Kuzuoka, Hideaki
Human-Computer Interaction
Co-viewing videos with family and friends remotely has become prevalent with the support of communication channels such as text messaging or real-time voice chat. However, current co-viewing platforms often lack visible embodied cues, such as body movements and facial expressions. This absence can reduce emotional engagement and the sense of co-presence when people are watching together remotely. Although virtual reality (VR) is an emerging technology that allows individuals to participate in various social activities while embodied as avatars, we still do not fully understand how this embodiment in VR affects co-viewing experiences, particularly in terms of engagement, emotional contagion, and expressive norms. In a controlled experiment involving eight triads of three participants each (N=24), we compared the participants' perceptions and reactions while watching comedy in VR using embodied expressive avatars that displayed visible laughter cues. This was contrasted with a control condition where no such embodied expressions were presented. With a mixed-method analysis, we found that embodied laughter cues shifted participants' engagement from individual immersion to socially coordinated participation. Participants reported heightened self-awareness of emotional expression, greater emotional contagion, and the development of expressive norms surrounding co-viewers' laughter. The result highlighted the tension between individual engagement and interpersonal emotional accommodation when co-viewing with embodied expressive avatars.
title Understanding and Supporting Co-viewing Comedy in VR with Embodied Expressive Avatars
topic Human-Computer Interaction
url https://arxiv.org/abs/2505.20082