Creating human digital doubles is becoming easier and much more accessible to everyone using consumer grade devices. In this work, we investigate how avatar style (realistic vs cartoon) and avatar familiarity (self, acquaintance, unknown person) affect self/other-identification, perceived realism, affinity and social presence with a controlled offline experiment. We created two styles of avatars (realistic-looking MetaHumans and cartoon-looking ReadyPlayerMe avatars) and facial animations stimuli for them using performance capture. Questionnaire responses demonstrate that higher appearance realism leads to a higher level of identification, perceived realism and social presence. However, avatars with familiar faces, especially those with high appearance realism, lead to a lower levels of identification, perceived realism, and affinity. Although participants identified their digital doubles as their own, they consistently did not like their avatars, especially of realistic appearance. But they were less critical and more forgiving about their acquaintance's or an unknown person's digital double.
The supplementary video contanis some example rendered stimuli that were used in our study. Each participant viewed the self-life avatar, the avatar of his/her/their interaction partner and an unknown persons's avatar. The unknown person's avatar is sourced from another pair of participants who is unknown to the participant doing the survey.
Step-by-step experiment procedure.
Two study participants (in pair) conducting the Q&A conversation task.
Participant's real photo captured in lab.
Realistic Digital Double (MetaHuman).
Stylized Digital Double (ReadyPlayerMe).
| Group | Dependent Variable | Item |
|---|---|---|
| Identification | Appearance | "I think that my avatar looks like me (or my interaction partner or an existing person)." |
| Talking | "I think that my avatar talks like me (or my interaction partner or an existing person)." | |
| Facial Expression | "I think that my avatar’s facial expressions look like me (or my interaction partner or an existing person)." | |
| Body Movement | "I think that my avatar’s body movements look like me (or my interaction partner or an existing person)." | |
| Behavior | "I think that my avatar behaves like me (or my interaction partner or an existing person)." | |
| Perceived Realism | Overall | "I found my (or my interaction partner's or the existing person's) avatar realistic overall." |
| Appearance | "I found my (or my interaction partner's or the existing person's) avatar’s appearance realistic." | |
| Facial Expression | "I found my (or my interaction partner's or the existing person's) avatar’s facial movements realistic." | |
| Body Movement | "I found my (or my interaction partner's or the existing person's) avatar’s body movements realistic." | |
| Affinity | Appeal | "I found my (or my interaction partner's or the existing person's) avatar appealing, likeable." |
| Eerie | "I found my (or my interaction partner's or the existing person's) avatar eerie, creepy." | |
| Social Presence | SP1 | "The thought that my (or my interaction partner's or the existing person's) avatar isn’t real crossed my mind often." |
| SP2 | "My (or my interaction partner's or the existing person's) avatar appears to be alive." | |
| SP3 | "My avatar (or my interaction partner's or the existing person's) is only a computerized image, not a real person." |
@inproceedings{DigitalDoubles_2025,
author = {Liu, Siyi and Haque, Kazi Injamamul and Yumak, Zerrin},
title = {"I don't like my avatar": Investigating Human Digital Doubles},
booktitle = {The 18th ACM SIGGRAPH Conference on Motion, Interaction, and Games (MIG '25), December 3--5, 2025, Zurich, Switzerland},
year = {2025},
location = {Zurich, Switzerland},
numpages = {12},
url = {https://doi.org/10.1145/3769047.3769061},
doi = {10.1145/3769047.3769061},
publisher = {ACM},
address = {New York, NY, USA}
}