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

Published: May 26, 2025 | arXiv ID: 2505.20082v1

By: Ryo Ohara , Chi-Lan Yang , Takuji Narumi and more

Potential Business Impact:

Makes watching videos together feel more real.

Business Areas:
Virtual World Community and Lifestyle, Media and Entertainment, Software

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.

Country of Origin
🇯🇵 Japan

Page Count
22 pages

Category
Computer Science:
Human-Computer Interaction