Alan Fraser

Dr. Alan Fraser

orcid

Research Focus & Metrics

Academic Career Length

3Years (2024-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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2 July 2024 in Computers in Human Behavior: Artificial Humans
Verified
Journal Article
Open access
AFAlan Fraser
Alan Fraser
IBIsabella Branson
Isabella Branson
RHRoss Hollett
Ross Hollett
CSCraig Speelman
Craig Speelman
SRShane Rogers
Shane Rogers

7 March 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
AFAlan Fraser
Alan Fraser
RHRoss Hollett
Ross Hollett
CSCraig Speelman
Craig Speelman
SRShane Rogers
Shane Rogers
This study investigates how the behavioural realism of avatars can enhance virtual reality (VR) social interactions involving self-disclosure. First, we review how factors such as trust, enjoyment, and nonverbal communication could be influenced by motion capture technology by enhancing behavioural realism. We also address a gap in the prior literature by comparing different motion capture systems and how these differences affect perceptions of realism, enjoyment, and eye contact. Specifically, this study compared two types of avatars: an iClone UNREAL avatar with full-body and facial motion capture and a Vive Sync avatar with limited motion capture for self-disclosure. Our participants rated the iClone UNREAL avatar higher for realism, enjoyment, and eye contact duration. However, as shown in our post-experiment survey, some participants reported that they preferred the avatar with less behavioural realism. We conclude that a higher level of behavioural realism achieved through more advanced motion capture can improve the experience of VR social interactions. We also conclude that despite the general advantages of higher motion capture, the simpler avatar was still acceptable and preferred by some participants. This has important implications for improving the accessibility of avatars for different contexts, such as therapy, where simpler avatars may be sufficient.

9 May 2024 in PsyArXiv
Verified
Preprint
Open access
AFAlan Fraser
Alan Fraser
IBIsabella S Branson
Isabella S Branson
RHRoss Hollett
Ross Hollett
SRShane Rogers
Shane Rogers
CSCraig Speelman
Craig Speelman
Avatars used in various metaverse social VR platforms exhibit diverse levels of human resemblance, raising questions about whether an optimal level of human likeness exists for enhancing VR social interactions. This study investigated how avatars with varying degrees of human resemblance (cartoon, standard, metahuman) influence perceived realism and enjoyment during VR social interactions involving self-disclosure. While no significant differences were found in perceived realism or enjoyment ratings immediately following interactions with each avatar, the post-experiment survey revealed distinct preferences. The Metahuman avatar, with high human resemblance and graphical resolution, was most frequently chosen as the most realistic. However, the metahuman and cartoon avatars were equally preferred for enjoyment, suggesting that individual preferences can vary in the human resemblance of avatars. A moderate positive correlation was observed between perceived realism and enjoyment ratings, indicating that higher realism contributes to a more positive user experience. These findings highlight the importance of considering individual preferences and exploring factors beyond human resemblances, such as animation realism and graphical fidelity when designing avatars for social VR platforms.

25 November 2024 in PsyArXiv
Verified
Preprint
Open access
AFAlan Fraser
Alan Fraser
In this study, we investigate how varying levels of behavioural realism in two distinct avatars affect social interactions involving self-disclosure in virtual reality (VR). These two avatars involved an avatar using full-body and facial motion capture for a high level of behavioural realism and the other using basic tracking of VR headsets and controllers for a more basic level of behavioural realism. Fifty-seven participants interacted with these avatars, sharing positive and negative experiences in a reciprocal social interaction. Results showed that full-body and facial motion tracking was more preferred and rated higher in enjoyment, realism, and eye contact duration. However, some participants preferred the avatar with more basic behavioural realism. These differences in avatar preferences could be tied to an uncanny valley effect, where realistic human avatars with movement imperfections may cause discomfort for some people. These findings suggest that allowing users to choose their level of preferred realism may help improve engagement with VR avatars. Although avatars with higher realism are generally preferred, the avatars with lower levels of realism were still acceptable for most participants. Thus, lower levels of avatar realism may still be effective for VR therapy when affordability and accessibility are crucial.