Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance
Abstract
1. Introduction
1.1. Background
1.2. Related Work
1.3. Present Study
- Does avatar emotional expressiveness in VR influence users’ emotional responses, user experience, embodiment, and performance during a speech task?
- Are neuroticism and extraversion associated with these outcomes in avatar-based communication tasks?
2. Materials and Methods
2.1. Participants
2.2. Virtual Reality Task
2.2.1. Virtual Reality Environment
2.2.2. Avatar Characteristics and Emotional Expressiveness
- High-expressive avatar condition (Meta Quest Pro). In this condition, avatars were capable of reproducing nuanced facial movements, including eyebrow, eye, and mouth gestures, which were dynamically tracked and mirrored from the user in real time through the facial tracking sensors of the Meta Quest Pro headset. Although both Meta Quest Pro and Meta Quest 2 headsets supported basic head, hand, and finger tracking, the addition of facial tracking in the Meta Quest Pro endowed the avatar with a substantially higher degree of emotional expressiveness. As a result, the avatar was able to convey subtle non-verbal cues during the speech task, simulating a more natural and socially engaging interaction.
- Low-expressive avatar condition (Meta Quest 2). In this condition, avatars were restricted to basic motor expressiveness, limited to head, hand, and finger movements. As the Meta Quest 2 lacks integrated facial tracking capabilities, the avatar maintained a neutral facial expression throughout the task. This configuration provided a sharp contrast with the high-expressive condition, enabling the study to explore the potential role of facial gesticulation and emotional cues in relation to participants’ self-perception and communicative behaviour.
2.2.3. Speech Task
2.3. Procedure
2.4. Questionnaires and Measures
2.4.1. Sociodemographic Information and Technology Experience
2.4.2. Emotional State Variables
2.4.3. Trait Anxiety
2.4.4. Personality Traits
2.4.5. Behavioural Performance During Speech Task
2.4.6. User Experience and Embodiment in the VR Task
- Self-efficacy (SEf) during the speech task was assessed with the item: “How effective did you feel in persuading others of your suitability for the job position?” rated on a scale from 0 to 10.
- Emotional involvement (EInv) was measured using two items (“I felt emotionally involved” and “I was able to express my emotions easily”), each rated on a 5-point Likert scale ranging from 0 (strongly disagree) to 4 (strongly agree), with a maximum total score of 8.
- Sense of presence (SPre) within the VR environment was assessed using six items adapted to Spanish from the Slater-Usoh-Steed (SUS) Presence Questionnaire [28], rated on a 7-point Likert scale, with a maximum total score of 42. The internal consistency in the current sample was satisfactory (α = 0.778).
- Avatar embodiment (AEm) was evaluated using eight items rated on a 7-point Likert scale (1 = strongly disagree, 7 = strongly agree), with a maximum total score of 56. The items were as follows: “I felt comfortable with this avatar”, “The avatar’s facial expressions seemed natural to me”, “The avatar’s gestures seemed natural to me”, “The avatar’s facial expressions appeared appropriate”, “The avatar’s gestures appeared appropriate”, “This avatar resembles, or could resemble, a real person”, “I enjoyed interacting with this avatar”, and “While looking at the mirror, I felt as if I were actually standing in front of it”. Participants rated the extent to which they agreed with each statement. Internal consistency in the current sample was good (α = 0.825).
- Perceived avatar resemblance (ARes) was assessed with a single item: “To what extent do you think the avatar resembled you?”, rated on a scale from 0 (not at all) to 100 (completely).
2.5. Study Design and Statistical Analyses
3. Results
3.1. Emotional States in Response to Avatars with High and Low Expressiveness
3.1.1. State Anxiety
3.1.2. Positive Affect
3.1.3. Negative Affect
3.2. Speech Fluency and Engagement During the Speech Task
3.3. Subjective Experience and Embodiment in the Virtual Reality Task
3.4. Associations of Personality Traits and Emotional Variables with Speech Fluency and Engagement, Sense of Presence, and Avatar Embodiment During the Speech Task
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AEm | Avatar embodiment |
| ARes | Avatar resemblance |
| E | Extraversion |
| EInv | Emotional involvement |
| HE | High-expressive |
| LE | Low-expressive |
| M | Mean |
| N | Neuroticism |
| NA | Negative affect |
| NEO–E | Extraversion subscale of the NEO Five–Factor Inventory |
| NEO–N | Neuroticism subscale of the NEO Five–Factor Inventory |
| PA | Positive affect |
| PANAS | Positive and Negative Affect Schedule |
| ∆PANAS-NA | Changes in negative affect scores (post–minus–pre) |
| ∆PANAS-PA | Changes in positive affect scores (post–minus–pre) |
| SD | Standard deviation |
| SEf | Self–efficacy |
| SEM | Standard error of the mean |
| SFE | Speech fluency and engagement |
| SPre | Sense of presence |
| STAI–S | State anxiety scale of the State–Trait Anxiety Inventory |
| ∆STAI-S | Changes in state anxiety scores (post–minus–pre) |
| STAI–T | Trait anxiety scale of the State–Trait Anxiety Inventory |
| VR | Virtual reality |
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| Variables | Total (n = 63) | HE 1 (n = 30) | LE 2 (n = 33) |
|---|---|---|---|
| Age, years (M 3 ± SD 4) | 21.17 (1.91) | 21.17 (1.98) | 21.18 (1.88) |
| Sex, n | |||
| Male | 30 | 15 | 15 |
| Female | 33 | 15 | 18 |
| Technology experience, n | |||
| Computer knowledge | |||
| None | 9 | 5 | 4 |
| Low | 37 | 16 | 21 |
| Moderate | 15 | 7 | 8 |
| High | 2 | 2 | 0 |
| Video game experience | |||
| None | 12 | 3 | 9 |
| Low | 20 | 10 | 10 |
| Moderate | 17 | 10 | 7 |
| High | 14 | 7 | 7 |
| VR-headset experience | |||
| None | 25 | 14 | 11 |
| Low | 36 | 15 | 21 |
| Moderate | 1 | 0 | 1 |
| High | 1 | 1 | 0 |
| Variables | HE 1 (n = 30) | LE 2 (n = 33) |
|---|---|---|
| STAI-T 3 | 21.53 (9.50) | 26.67 (10.05) |
| STAI-S 4 | ||
| Pre | 17.03 (7.50) | 22.09 (10.19) |
| Post | 16.20 (7.96) | 17.18 (8.57) |
| PANAS-PA 5 | ||
| Pre | 23.13 (6.88) | 22.39 (6.42) |
| Post | 24.07 (6.99) | 23.87 (7.54) |
| PANAS-NA 6 | ||
| Pre | 7.43 (6.46) | 10.67 (7.37) |
| Post | 5.33 (4.82) | 5.60 (5.12) |
| SFE 7 | 3.36 (1.92) | 3.39 (1.80) |
| SEf 8 | 6.37 (2.09) | 6.15 (2.52) |
| EInv 9 | 4.90 (1.75) | 5.36 (1.41) |
| ARes 10 | 51.97 (25.13) | 54.57 (25.36) |
| SPre 11 | 26.37 (7.31) | 26.15 (7.77) |
| AEm 12 | 29.23 (7.14) | 31.39 (8.06) |
| SFE 7 | SPre 8 | AEm 9 | |
|---|---|---|---|
| NEO-N 1 | rs = −0.002 (p = 0.98) | rs = −0.083 (p = 0.52) | rs = −0.086 (p = 0.51) |
| NEO-E 2 | rs = −0.208 (p = 0.10) | rs = 0.018 (p = 0.89) | rs = 0.269 * (p = 0.03) |
| STAI-T 3 | rs = −0.022 (p = 0.87) | rs = −0.093 (p = 0.47) | rs = −0.165 (p = 0.20) |
| ∆STAI-S 4 | rs = −0.058 (p = 0.65) | rs = −0.101 (p = 0.44) | rs = −0.207 (p = 0.11) |
| ∆PANAS-PA 5 | rs = 0.185 (p = 0.16) | rs = 0.121 (p = 0.35) | rs = −0.40 (p = 0.76) |
| ∆PANAS-NA 6 | rs = −0.148 (p = 0.25) | rs = 0.026 (p = 0.85) | rs = −0.008 (p = 0.95) |
| Hypotheses | Description | Findings |
|---|---|---|
| H1 | Participants embodied in a highly expressive avatar were expected to exhibit greater emotional changes, involvement, presence, and embodiment than those embodied in a low-expressive avatar. | Not supported—no group differences in emotional or experiential variables. |
| H2 | Participants in the high-expressive condition were expected to show better speech performance. | Not supported—no differences in speech fluency or engagement. |
| H3 | Higher neuroticism was expected to be associated with greater anxiety and lower speech fluency. | Not supported—neuroticism was not significantly associated with performance or experience. |
| H4 | Higher extraversion was expected to be associated with greater presence, embodiment, and speech fluency. | Partially supported—extraversion correlated positively only with embodiment. |
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Ponce, D.; Garces-Arilla, S.; Mendez, M.; Mendez-Lopez, M.; Juan, M.-C. Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance. Appl. Sci. 2025, 15, 12082. https://doi.org/10.3390/app152212082
Ponce D, Garces-Arilla S, Mendez M, Mendez-Lopez M, Juan M-C. Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance. Applied Sciences. 2025; 15(22):12082. https://doi.org/10.3390/app152212082
Chicago/Turabian StylePonce, David, Sara Garces-Arilla, Marta Mendez, Magdalena Mendez-Lopez, and M.-Carmen Juan. 2025. "Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance" Applied Sciences 15, no. 22: 12082. https://doi.org/10.3390/app152212082
APA StylePonce, D., Garces-Arilla, S., Mendez, M., Mendez-Lopez, M., & Juan, M.-C. (2025). Speaking Through an Avatar: Emotional Expressiveness, Individual Differences, User Experience and Performance. Applied Sciences, 15(22), 12082. https://doi.org/10.3390/app152212082

