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Evaluation of a Sign Language Avatar on Comprehensibility, User Experience & Acceptability

2025-08-07 13:06:42
Fenya Wasserroth, Eleftherios Avramidis, Vera Czehmann, Tanja Kojic, Fabrizio Nunnari, Sebastian M\"oller

Abstract

This paper presents an investigation into the impact of adding adjustment features to an existing sign language (SL) avatar on a Microsoft Hololens 2 device. Through a detailed analysis of interactions of expert German Sign Language (DGS) users with both adjustable and non-adjustable avatars in a specific use case, this study identifies the key factors influencing the comprehensibility, the user experience (UX), and the acceptability of such a system. Despite user preference for adjustable settings, no significant improvements in UX or comprehensibility were observed, which remained at low levels, amid missing SL elements (mouthings and facial expressions) and implementation issues (indistinct hand shapes, lack of feedback and menu positioning). Hedonic quality was rated higher than pragmatic quality, indicating that users found the system more emotionally or aesthetically pleasing than functionally useful. Stress levels were higher for the adjustable avatar, reflecting lower performance, greater effort and more frustration. Additionally, concerns were raised about whether the Hololens adjustment gestures are intuitive and easy to familiarise oneself with. While acceptability of the concept of adjustability was generally positive, it was strongly dependent on usability and animation quality. This study highlights that personalisation alone is insufficient, and that SL avatars must be comprehensible by default. Key recommendations include enhancing mouthing and facial animation, improving interaction interfaces, and applying participatory design.

Abstract (translated)

本文探讨了在微软Hololens 2设备上为现有的手语(SL)化身添加调整功能的影响。通过详细分析精通德国手语(DGS)的专家用户与可调和不可调化身之间的互动,研究确定了影响此类系统清晰度、用户体验(UX) 和接受度的关键因素。尽管用户偏爱可调设置,但在缺失的手语元素(口型动作和面部表情)以及实现问题(不明确的手势形状、缺乏反馈及菜单定位)的影响下,并未观察到UX或清晰度的显著提升,这两者仍处于较低水平。在愉悦质量方面评分高于实用质量表明用户认为系统更具情感吸引力而非功能性有用。对于可调化身而言,压力水平更高,反映出性能较差、努力更大且更令人沮丧的情况。此外,还提出了关于Hololens调整手势是否直观易懂的疑问。尽管对可调节性的概念普遍持积极态度,但这种接受度强烈依赖于可用性和动画质量。 该研究强调单靠个性化是不够的,手语化身必须默认具备清晰性。关键建议包括增强口型动作和面部动画、改善交互界面以及应用参与式设计。

URL

https://arxiv.org/abs/2508.05358

PDF

https://arxiv.org/pdf/2508.05358.pdf


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