{'fraction_non_alphanumeric': 0.0234009360374415, 'fraction_numerical': 0.00078003120124805, 'mean_word_length': 5.351485148514851, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
How good is an avatar ’ s smile ? : Effects of facial expression in video-and avatar-based computer-mediated communication

The goal of this study is to explore collaborative behavior and rapport in different modes of computer-mediated communication (CMC). We tested whether the positive effects of smile described in literature are present in video and 3D avatar-based CMC. A between-subjects laboratory experiment compared the effects of smiles shown in prerecorded and rendered video sequences of a human and avatar, respectively, displayed during an iterated version of Prisoner’s Dilemma game. Selfreported and behavioral measures included collaborative behavior of the participant, likability, trust and rapport. Our results showed that human game partners were perceived as more likable compared to avatars. While smile of the game partner predicted likability and rapport, it was not an indicator for collaboration. Importantly, this effect was significant for only male participants. Other effects of gender were observed: Females reported higher likability for both types of game partners and smiled for a longer time. Furthermore, males were more collaborative with human game partners compared to their avatar equivalents. Implications for future research are discussed.