{"id":876450,"date":"2022-09-08T11:56:25","date_gmt":"2022-09-08T18:56:25","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/"},"modified":"2026-02-23T07:43:36","modified_gmt":"2026-02-23T15:43:36","slug":"alltogether","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/alltogether\/","title":{"rendered":"AllTogether: Effect of Avatars in Mixed-Modality Conferencing Environments"},"content":{"rendered":"<p>Visual representation in most video conferencing systems is a binary option between camera on and off. With such systems, voice-only participants might feel left-out, particularly in configurations that situate video participants in a shared virtual environment (e.g., Figure 1). Motivated by the results of a large-scale (n=1140) preliminary study indicating a perceived need for avatar-supported meeting attendance, we developed AllTogether, a system that provides voice-only participants with the option to be represented by an avatar in a call with other video participants. Past research has compared the effect of avatar representations with video and audio, but focused on single-modality calls (i.e. all participants represented as either avatars or video or audio only). We studied the use of our system across three conferencing sessions with 9 participants being represented by a mixture of avatar, video, or voice-only (no visual) representations to better understand users\u2019 perceptions and feelings of co-presence when being represented through these modalities. We found that the visual representation of self and others as well as body motion agency affected participants&#8217; feelings of co-presence and the level to which participants felt others were present in the video call respectively. Our results highlight the implications of visual realism and agency of control on users&#8217; perception of self and others. We propose avatars as a way to expand the binary choice of camera on and off to a spectrum of choices for the user, offer design implications for integrating avatars into video conferencing systems, and update the literature on users&#8217; avatar preferences.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Visual representation in most video conferencing systems is a binary option between camera on and off. With such systems, voice-only participants might feel left-out, particularly in configurations that situate video participants in a shared virtual environment (e.g., Figure 1). Motivated by the results of a large-scale (n=1140) preliminary study indicating a perceived need for avatar-supported [&hellip;]<\/p>\n","protected":false},"featured_media":876531,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"ACM","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"","msr_pages_string":"","msr_page_range_start":"1","msr_page_range_end":"10","msr_series":"","msr_volume":"","msr_copyright":"Payod Panda, Molly Jane Nicholas, Mar Gonzalez-franco, Kori Inkpen, Eyal Ofek, Ross Cutler, Ken Hinckley, and Jaron Lanier. 2022. AllTogether: Effect of Avatars in Mixed-Modality Conferencing Environments. 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