🤖 AI Summary
This study investigates how users’ experience with social VR platforms shapes their perceptual criteria for avatar animation realism. Employing a comparative evaluation of motion-captured animations versus VRChat’s signature stylized animations, we combined subjective realism ratings with behavioral analysis across novice and highly experienced users. Results reveal a fundamental divergence: novices anchor realism judgments in biomechanical fidelity, perceiving VRChat-style animations as unnatural; in contrast, experienced users develop a “platform-adapted realism” schema—recognizing stylistic intent and interpreting stylization as a stronger indicator of human-driven behavior. This work establishes, for the first time, that realism is an experience-constructed, context-dependent cognitive phenomenon—not an objective property of physical fidelity. It challenges the dominant physics-based realism paradigm and introduces the “experience-oriented realism design” framework, offering both theoretical grounding and practical guidelines for human-centered animation design in social VR systems. (149 words)
📝 Abstract
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with existing VR platforms may reshape users' expectations, suggesting that matching reality is not the only path to enhancing the sense of realism. This study examines how different levels of experience with a social VR platform influence users' criteria for evaluating the realism of avatar animation. Participants were shown a set of animations varying in the degree they reflected real-world motion and motion seen on the social VR platform VRChat. Results showed that users with no VRChat experience found animations recorded on VRChat unnatural and unrealistic, but experienced users in fact rated these animations as more likely to come from a real person than the motion-capture animations. Additionally, highly experienced users recognized the intent to imitate VRChat's style and noted the differences from genuine in-platform animations. All these results suggest users' expectations of and criteria for realistic animation were shaped by their experience level. The findings support the idea that realism in avatar animation does not solely depend on mimicking real-world movement. Experience with VR platforms can shape how users expect, perceive, and evaluate animation realism. This insight can inform the design of more immersive VR environments and virtual humans in the future.