![]() ![]() These measures served as behavioural measures of trust. They can choose to 1) ask for advice and 2) follow the advice from the virtual human if they want to. The task of the users (the trustors) is to navigate through a maze in virtual reality, where they can interact with a virtual human (the trustee). In the current study, a variant of this paradigm was implemented. ![]() This validated paradigm is inspired by a previously proposed virtual maze task that measures trust towards virtual characters. This study fills the gap, by contributing a novel validated behavioural tool to measure interpersonal trust towards a specific virtual social interaction partner in social VR. However, to date, there are no established interpersonal trust measurement tools specifically for virtual humans in virtual reality. Interpersonal trust is an essential prerequisite in real-life interactions, as well as in the virtual world. For example, virtual humans are used as digital bodies of users in social VR or as interfaces for AI assistants in online financing. Virtual humans, including virtual agents and avatars, play an increasingly important role as VR technology advances. All in all this paper attempts to convey why rigged avatars will be key to the future of VR and its wide adoption. The second part presents the scientific evidence of the utility of using rigged avatars for embodiment but also for applications such as crowd simulation and entertainment. We cover the current main alternatives for face and body animation as well introduce upcoming capture methods. We divide this paper in two main parts: the first one gives an overview of the different methods available to create and animate avatars. Furthermore many research areas ranging from crowd simulation to neuroscience, psychology, or sociology have used avatars to investigate new theories or to demonstrate how they influence human performance and interactions. Avatars, virtual representations of humans, are widely used in VR applications. As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. ![]()
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