Understanding and Supporting Co-viewing Comedy in VR with Embodied Expressive Avatars
Ryo Ohara, Chi-Lan Yang, Takuji Narumi, Hideaki Kuzuoka

TL;DR
This study explores how embodied expressive avatars in VR influence co-viewing comedy, revealing increased social engagement, emotional contagion, and the development of expressive norms among viewers.
Contribution
It provides new insights into the role of embodied laughter cues in VR, demonstrating their impact on social interaction and emotional engagement during co-viewing.
Findings
Embodied laughter cues increase social coordination.
Participants experience heightened emotional contagion.
Expressive norms around laughter develop in VR co-viewing.
Abstract
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…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Digital Games and Media · Cinema and Media Studies
