Showing, Telling, and Collaborating: Investigating the Relative Benefits
of Videoconferencing and Different Augmented Reality Embodiments for
Remote Meetings
James J. Cummings
1 a
and Erin W. Wertz
2 b
1
Division of Emerging Media Studies, Boston University, Boston, U.S.A.
2
Centre for Migration Research, University of Warsaw, Warsaw, Poland
Keywords:
Holograms, Avatars, Remote Meetings, Augmented Reality, Mixed Reality, Telepresence.
Abstract:
In the face of ”videoconferencing fatigue”, augmented reality (AR) presents new means for embodiment in
remote meetings, including the use of holograms (stereoscopic projections of attendees) and avatars (wholly
virtual representations of users). To explore the prospective benefits of these emerging technologies, the cur-
rent experiment assigned participants to one of three platform conditions (videoconferencing, hologram-based
AR, or avatar-based AR) to complete two conversational tasks (unidirectional object presentation and inter-
active collaboration) during a remote meeting. Task outcomes (knowledge acquisition, partner persuasion)
and participant evaluations of remote partners were then measured. Users reported that avatars—and not
holograms—were significantly more useful than videoconferencing for object presentations. Further, though
platform had no effect on perceived credibility of partners, social presence perceptions significantly differed
across conditions. Specifically, the actions and expressions of a holographic partner were more saliently
detected than those depicted through avatars and led to a stronger sense of co-location compared to videocon-
ferencing.
1 INTRODUCTION
1.1 The Communication Demands of
Videoconferencing
Reliance on videoconferencing for remote meetings
has grown exponentially in recent years, with the
pandemic accelerating the adoption of commercially
available teleconferencing platforms (Iqbal, 2023;
Hove and Watson, 2023). This widespread use has,
in turn, led to the emergence of videoconferenc-
ing fatigue, a phenomenon characterized by neg-
ative psychological and behavioral effects associ-
ated with prolonged use of this technology (Beyea
et al., 2025). Several potential causes for this fatigue
have been proposed, drawing upon extensive research
in interpersonal communication, social psychology,
and computer-mediated communication (Bailenson,
2021; Bergmann et al., 2022; Li and Yee, 2022). One
prominent factor may be cognitive overload, as users
are required not only to follow conversational content
a
https://orcid.org/0000-0001-6239-2634
b
https://orcid.org/0000-0003-0293-2840
but also to monitor and regulate their mediated non-
verbal signals (Bailenson, 2021). Specifically, video-
conferencing often demands frequent checking of
one’s positioning within the camera’s field of view to
remain properly framed; furthermore, because video-
conferencing is largely sedentary and emphasizes the
face and a forward-facing upper body, participants of-
ten feel compelled to exaggerate facial expressions
and permitted gestures to demonstrate engagement.
This includes prolonged nodding to indicate agree-
ment or extended staring to signal attention, adding
to the overall cognitive effort.
In addition to the challenge of sending these non-
verbal signals, videoconferencing fatigue may arise
from the effort required to detect and interpret such
cues from others (Bailenson, 2021; Fauville et al.,
2021; Nesher Shoshan and Wehrt, 2022). Compared
to fully embodied face-to-face conversations, video-
conferencing allows for relatively limited nonverbal
communication, relying primarily on facial expres-
sions and perceived eye gaze. However, as videocon-
ferencing takes place on computers on which users are
often multitasking with other software, a user’s dart-
ing eyes or slight grin may be in response to screen
Cummings, J. J. and Wertz, E. W.
Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality Embodiments for Remote Meetings.
DOI: 10.5220/0013317500003912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2025) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 639-652
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
639
content wholly unrelated to the conversation at hand,
providing mistaken cues for one’s conversation part-
ners.
Additionally, videoconferencing imposes emo-
tional demands by simulating interpersonal proximity
typically reserved for interactions with close friends
and family (Bailenson, 2021). In face-to-face meet-
ings, discomfort from prolonged eye contact can of-
ten be alleviated by natural shifts in gaze. However,
videoconferencing conventions involve maintaining
the gaze of others directly on the user for extended
periods, which can feel especially arousing and emo-
tionally taxing. These front-facing, close-proximity
interactions amplify affective demands, as users pro-
cess both the persistent gaze and the seemingly in-
timate framing of their conversation partners. This
emotional strain, alongside cognitive demands of reg-
ulating and detecting social cues as noted above, may
explain the negative user experiences often reported
in prolonged remote meetings.
1.2 Social Augmented Reality as an
Alternative Technology for Remote
Communication
Given such accounts, negative user experiences with
videoconferencing may stem from its inability to fully
replicate the dynamics of face-to-face communica-
tion, particularly in terms of salience of nonverbal
cues, physical freedom for expressing these cues,
and natural interpersonal distances. These limita-
tions have driven interest in alternative forms of “dig-
ital travel” for remote meetings (Tjostheim and Wa-
terworth, 2022), focusing on solutions that are more
embodied, nonverbally rich, spatialized, or otherwise
closer to in-person interactions.
One promising direction involves social aug-
mented reality (AR) applications, which, unlike 2D
videoconferencing or entirely virtual reality environ-
ments, create “hybrid” spaces (Harrison and Dourish,
1996). These combine virtual embodiments of par-
ticipants with elements of their physical surroundings
(van Dijk, 2022; Hauber et al., 2006). One approach is
the development of AR holographic displays that ren-
der stereoscopic projections of remote partners. Al-
ternatively, some social AR applications instead fo-
cus on avatar-based teleconferencing, where users in-
teract through virtual embodiments overlaid on their
immediate environment. These approaches may of-
fer varying degrees of improvement over 2D video-
conferencing by differentially addressing the factors
thought to contribute to fatigue and other negative
outcomes.
1.2.1 Hologram-Based Teleconferencing
Holographic imaging has been heralded as “the
next big innovation in teleconferencing” (Tjostheim
and Waterworth, 2022), with its potential applica-
tions in business (Pettit et al., 1988) and educa-
tion (Hirschbuhl, 1980) discussed in academic liter-
ature since the 1980s. By the 1990s, researchers
exploring videoconferencing in professional settings
predicted that the drive for increasingly realistic
and high-quality visual communication could even-
tually lead to holographic imaging as the next fron-
tier in remote meeting technologies (Fini, 1993).
Even into the 2010s, scholars suggested that holo-
graphic 3D displays remained a key avenue for
advancing commercial-grade videoconferencing sys-
tems (Kuster et al., 2012).
After years of such projects, holographic commu-
nication, featuring stereoscopic renderings of remote
meeting attendees, is finally entering the market. This
progress has been enabled by recent technological ad-
vances, most notably the expansion of reliable 5G net-
works, which provide the high-speed, low-latency in-
frastructure necessary for real-time holographic com-
munication (Su et al., 2020; He et al., 2023). Beyond
technology, societal demand has also fueled interest
in this medium. While avatars are often used as vir-
tual alternatives to face-to-face communication, holo-
graphic technologies are increasingly framed as full
substitutes or ”digital twins” of reality. The COVID-
19 pandemic, which made face-to-face interaction im-
possible in many cases, has been cited as a catalyst for
their development (Hsiao et al., 2022).
Holographic conferencing, by rendering partic-
ipants as they naturally move and appear, offers
richer social cues than lower-fidelity formats such
as text or 2D video, potentially reducing perception
gaps common in computer-mediated communication
(Yang, 2021). Consumer-facing systems are now un-
der development, including Google’s Project Starline
(Google, 2024) and Cisco’s Webex Hologram (We-
bex, 2024b). These AR-based platforms maintain
users’ connection to their immediate surroundings,
avoiding the perceptual disconnection associated with
fully immersive virtual reality. Instead, they aim to
replicate a sense of physical co-location with remote
participants.
Empirical studies on AR teleconferencing with
volumetric 3D projections of attendees, as opposed
to 2D video recordings, remain sparse. Existing re-
search primarily focuses on prototype validation and
system presentations (Pl
¨
uss et al., 2016; Pejsa et al.,
2016), rather than detailed evaluations of user ex-
perience or conversational dynamics. However, in
line with these systems’ emphasis on perceived co-
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
640
location with remote others, it has been suggested that
they may elicit relatively high levels of perceived so-
cial presence between users (Yoon et al., 2019).
1.2.2 Avatar-Based Teleconferencing
Another emerging AR-based alternative to videocon-
ferencing is the use of 3D avatars layered over one’s
physical surroundings. While commercial platforms
like Microsoft Mesh (Microsoft, 2024a) and Meta
Horizon Worlds (Meta, 2024) have recently popular-
ized avatar-centric AR and VR applications, academic
research on avatar-based teleconferencing dates back
decades. Early studies often compared 2D avatars to
minimalist self-representations, such as static images
or screen markers, finding that while avatars may dis-
tract from instrumental tasks, they can enhance in-
formal exchanges and socialization, with these richer
representations able to enhance informal information
exchange through playful behaviors (Shami et al.,
2010). Rendering physical motions—via video or 2D
avatars—has been shown to improve communication
compared to static representations or voice-only chats
(Tanaka et al., 2013), though 2D avatars may result in
lower perceived co-location (Tanaka et al., 2014) and
trust levels compared to video-based interactions (Pan
and Steed, 2016).
In contrast, recent research into 3D avatars in im-
mersive virtual environments suggests they may offer
stronger feelings of copresence compared to conven-
tional videoconferencing tools like Microsoft Teams
(Ferrer and Fujiwara, 2022; Microsoft, 2024b). Be-
yond teleconferencing scenarios in particular, studies
on embodiment levels in avatars indicate that even
limited motion-controlled representations, such as
head and hands, can heighten copresence and behav-
ioral interdependence, suggesting full-body avatars
are unnecessary for effective social interactions in AR
or VR (Heidicker et al., 2017). Furthermore, visual
realism of avatars influences social perceptions: re-
alistic 3D avatars can enhance perceived credibility
of a remote conversation partner compared to car-
toonish avatars (Jo et al., 2016a), though both types
elicit similar levels of social presence (Yoon et al.,
2019). Users generally prefer realistic avatars for self-
representation (Inkpen and Sedlins, 2011). Addition-
ally, the fully virtual nature of avatars in immersive
environments allows for dynamic modulation of em-
bodiment in social contexts, such as adjusting inter-
personal distance (Choudhary et al., 2021), which is
not possible with video recordings.
Further, avatars also address common issues re-
lated to focusing on self-presentation in videoconfer-
encing, such as ”mirror anxiety” and dissatisfaction
with one’s appearance (Fauville et al., 2021; Ratan
et al., 2022). Importantly, as research shows that en-
vironmental fidelity can enhance outcomes like pres-
ence and task performance (Luo et al., 2023), social
AR applications that retain perceptual self-location
within users’ actual physical surroundings while en-
abling avatar-based interactions may combine the
benefits of heightened embodiment with the familiar-
ity of a real-world environment, reducing the need to
adapt to entirely virtual spaces as is the case with so-
cial VR platforms.
1.3 The Possible Relative Benefits of
New AR Holograms and Avatars
over Conventional
Videoconferencing
Despite the ongoing development of AR-based re-
mote meeting platforms, and the aforementioned re-
search into both avatars and holograms, little empir-
ical research has directly compared these new AR
hologram and avatar-based platforms to mainstream
videoconferencing. Based on the literature, it remains
unclear how the visual displays of AR platforms may
differ in avoiding or replicating the issues thought to
underlie interpersonal communication challenges as-
sociated with videoconferencing (Bailenson, 2021; Li
and Yee, 2022) or simple 2D avatar systems (Tanaka
et al., 2014; Pan and Steed, 2016).
Whether hologram-based or avatar-based, spatial-
ized conferencing technologies that incorporate real-
world reference frames may enhance the detection of
nonverbal cues, such as eye gaze, compared to 2D
videoconferencing (Hauber et al., 2006). This could
help mitigate the cognitive demands related to cue-
processing thought to contribute to videoconferenc-
ing fatigue. However, the extent to which hologram-
based and avatar-based systems address specific fac-
tors—such as nonverbal cue delivery, user physical
orientation requirements, approximated interpersonal
distance, attention focus, or self-perception of facial
appearance—varies. For instance, avatar-based tele-
conferencing may reduce fatigue by fostering height-
ened feelings of copresence, enabling spatial posi-
tioning at appropriate interpersonal distances, and
emphasizing key nonverbals like hand gestures, re-
sulting in more socially engaging interactions. By
contrast, holographic teleconferencing, which relies
on specialized cameras for depth capture, often limits
user mobility and body language similar to 2D video
conferencing. However, it may provide higher visual
realism and a stronger sense of spatial co-location
with other attendees.
In summary, both avatar-based and hologram-
Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality
Embodiments for Remote Meetings
641
based teleconferencing may offer advantages over
conventional videoconferencing, but their relative
benefits depend on which aspects of face-to-face in-
teractions they replicate most effectively.
In turn, this exploratory study directly com-
pares cutting-edge hologram- and avatar-based re-
mote meeting platforms to assess their relative ad-
vantages over traditional videoconferencing for me-
diated conversation tasks (Gaver, 1992). It represents
one of the first formal examinations of task outcomes
and user evaluations of remote partners in a holo-
graphic teleconferencing context. Additionally, it in-
vestigates how these differences vary depending on
the type of conversational task, such as a unidirec-
tional, visually oriented presentation versus a bidirec-
tional, discussion-oriented collaboration. While prior
studies have applied 3D AR concepts to social inter-
actions (Hirskyj-Douglas et al., 2020; Ludwig et al.,
2021), this research is among the first to empirically
compare multiple commercially available spatialized
conferencing platforms with contemporary videocon-
ferencing. It provides novel insights into the context-
specific strengths of hologram- and avatar-based tele-
conferencing, offering practical and immediate im-
plications for their design. In doing so, the study
makes both theoretical and empirical contributions
to human-computer interaction (HCI) research (Wob-
brock and Kientz, 2016).
2 METHODOLOGY
2.1 Procedure
This between-participants experiment evaluated the
potential advantages of AR avatars and holograms
over videoconferencing by assigning participants to
one of three conditions: videoconferencing, avatar-
based AR, or hologram-based AR. All participants
completed two conversational tasks within their as-
signed platform—a unidirectional object presentation
and an interactive collaboration—with a remote re-
search confederate as their partner (see section 2.3).
These tasks were conducted in a randomized order.
After completing the tasks, participants exited the
conferencing platform and provided self-report evalu-
ations of both their conversation partner and the com-
munication platform used (see section 2.4).
2.1.1 Object Demonstration Task
This task involved the confederate partner present-
ing and describing a display object to the partici-
pant, allowing us to assess how the platform condi-
tion influenced the experience of unidirectional in-
structional content and knowledge acquisition. The
object used was a monocular bench microscope, cho-
sen for several reasons. First, it is a plausible tool
for real-world remote work scenarios, such as health
or research training. Second, the participants’ base-
line knowledge of microscopes was sufficiently low to
observe potential knowledge gains. Third, the object
allowed for an easily obtainable virtual twin for use
in the avatar condition. Figure 1 shows the physical
microscope used in the videoconferencing and holo-
gram conditions (left) and the virtual model used in
the avatar condition (right).
During the task, the confederate followed a
scripted presentation, raising and turning the object
to provide visual access to its components while nam-
ing and describing their functions. Afterward, partic-
ipants completed two quizzes to measure knowledge
acquisition (see section 2.4.1).
2.1.2 Interactive Collaboration Task
To examine interactive collaboration during conver-
sation sessions, participants worked with the remote
confederate partner to complete a modified version
of the Desert Survival Problem (Lafferty and Elmers,
1974). This exercise, commonly used in studies on
mediated communication (e.g., (Huang et al., 2002;
Rae et al., 2012)), provides an objective measure of
agreement between discussants. In the standard ver-
sion, team members face a hypothetical plane crash
scenario and must rank the importance of salvaged
items for surviving in a desert environment. Examples
include a magnetic compass, a flashlight, salt tablets,
and a copy of Edible Animals of the Desert.
In this study, participants first provided an ini-
tial ranking of 12 items. They then entered their as-
signed remote meeting platform to discuss their rank-
ings with the confederate partner, who had purport-
edly completed their own ranking. During the meet-
ing, the pair compared and debated the rationale be-
hind their rankings. Afterward, participants exited the
platform and submitted a second ranking of the 12
items. Comparing pre- and post-conversation rank-
ings allowed us to evaluate the persuasiveness of the
confederate partner.
As with the object demonstration task, the confed-
erate’s comments were scripted to ensure standard-
ized tone and content. To prevent initial agreement
between participant and confederate rankings from
influencing subsequent evaluations or rankings, we
adapted a script from Rae et al. (2012). This algo-
rithm ensured the confederate’s rankings consistently
differed from the participant’s. The confederate ex-
plained that they were referencing their own notes,
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
642
Figure 1: Physical and virtual microscopes used in the object demonstration task.
providing a plausible rationale for responses sound-
ing scripted. Additionally, the turn-taking structure
of the script—where the confederate mentioned their
ranking for an item and then inquired about the par-
ticipant’s—ensured controlled dialogue.
2.2 Apparatus
As previously mentioned, three platform con-
ditions—avatars, holograms, and videoconferenc-
ing—were implemented to compare their relative ef-
fects on remote meeting task outcomes and percep-
tions of conversation partners. Figure 2 illustrates
how conversation partners were presented in each
condition.
2.2.1 Avatar Condition
This study utilized the Microsoft Mesh platform (Mi-
crosoft, 2024a) for avatar-based remote meetings.
Participants in this condition wore a HoloLens2 aug-
mented reality headset, which required automatic eye
calibration before launching the Mesh app. Within
the app, participants viewed a virtual stimulus lay-
ered over the floor of the bare laboratory room. The
confederate partner’s avatar was positioned across a
generic meeting table interface within the AR space.
During the sessions, participants could not see
their own avatar and instead focused solely on the
confederate’s avatar—whose head movements, body
orientation, and arm gestures reflected those of the
confederate and whose mouth opened and closed
when the confederate spoke. In the object demon-
stration task, participants were not allowed to touch
or manipulate the virtual microscope model, ensuring
standardized conversation trajectories and consistent
access to the object across all three platform condi-
tions.
2.2.2 Hologram Condition
In the hologram condition, participants used a
HoloLens2 headset to access a proof-of-concept app
developed by Webex Hologram (Webex, 2024b). Af-
ter completing the headset’s automatic eye calibra-
tion, participants opened the app and joined the
confederate partner. Tracking distances were pre-
calibrated by the research team to ensure that the
hologram of the confederate—seated at a similar table
in their own location—appeared directly across from
the participant during the hologram call. The confed-
erate’s movements were captured in real-time using
custom tracking equipment and rendered to the par-
ticipant at 30fps in 720p throughout the conversation
sessions.
2.2.3 Video Condition
The videoconferencing condition utilized the Cisco
Webex platform (Webex, 2024a). Participants ac-
cessed Webex using default settings on a laboratory
laptop, joining a call where the confederate partner
was already present.
Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality
Embodiments for Remote Meetings
643
Figure 2: The three platforms compared. The images above are cropped screen captures from the perspective of the participant
in the (a) hologram-based AR meeting, (b) avatar-based AR meeting, and (c) videoconferencing meeting. Note the same
female graduate assistant served as the confederate conversation partner for all participant study sessions.
2.3 Participants
Participants were recruited through two methods: a
convenience sample from the college’s student re-
search pool and external recruitment via canvassing
flyers. Student participants received course credit,
while non-students were compensated with $50 Ama-
zon gift cards. A total of 30 participants completed
the study, including 4 pilot sessions used to train re-
search staff and refine the procedure. An additional 5
sessions were excluded from the final analysis due to
technical issues (e.g., calibration or spatial mapping
errors) that may have interfered with task completion.
This resulted in a final sample of 21 participants.
Participant ages ranged from 18 to 32 years (M =
21.46, SD = 3.55). Of the sample, 85% identified as
female and 15% as male. Regarding education, 38%
had some college experience, 29% held a bachelor’s
degree, 29% had earned a master’s, and 4% held an
advanced graduate degree. The sample reported sig-
nificant experience with media technologies, particu-
larly audio, voice, and video calls, as well as messag-
ing applications. However, experience with console
and PC games varied, and most participants had little
familiarity with commercial VR or AR platforms.
2.4 Measures
To examine the relative advantages of different re-
mote meeting platforms, behavioral and perceptual
outcomes were measured after the completion of the
two conversation tasks.
2.4.1 Task Outcomes
The two conversation tasks—the instructional ob-
ject demonstration and the interactive collaboration
task—allowed us to investigate how the meeting plat-
form influenced different types of task outcomes.
Knowledge acquisition was assessed follow-
ing the microscope demonstration using two short
quizzes (8 items each). The first quiz measured vi-
sual memory by asking participants to correctly label
the microscope’s parts using a provided word bank.
The second quiz assessed semantic memory, requir-
ing participants to match each microscope part to its
function as described by the confederate during the
demonstration.
Persuasiveness was evaluated through the collab-
orative Desert Survival task. By algorithmically set-
ting the confederate’s rankings to differ consistently
from each participant’s baseline rankings, we could
measure persuasiveness based on how closely partic-
ipants’ final rankings aligned with the confederate’s
stated preferences. Persuasion scores were calculated
by summing the differences between the participant’s
final rankings and the confederate’s rankings for each
survival item. Larger differences indicated that the
participant was less influenced by the confederate’s
scripted arguments (Lafferty and Elmers, 1974).
2.4.2 Technology Perceptions
We also collected participants’ subjective evaluations
of the technology they each used. This included a
series of 7-point Likert-like questions gauging per-
ceived usefulness of the technology for each of the
tasks completed (object demonstration [M = 4.78, SD
= 1.06, Cronbach’s α = .92], interactive collaboration
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
644
[M = 5.03, SD = 1.27, Cronbach’s α = .96]) and a sin-
gle 7-point Likert-like question each for gauging (3)
perceived ease of use (M = 2.14, SD = 0.96) and (4)
ease of learning to use (M = 1.76, SD = 1.00). In addi-
tion to completing these scaled measures, participants
were also asked to complete open-ended questions in
which they commented on (5) how/if the technology
they used might be incorporated into their daily work
and (6) what other types of tasks or activities might
benefit from the use of that technology.
2.4.3 Partner Perceptions
Finally, participants also reported their subjective
evaluations of their conversation partner. As the same
graduate research assistant served as the confeder-
ate partner relying on a scripted dialogue across all
study sessions, any differences in evaluations may
more readily be attributed to the remote meeting plat-
form used. Evaluations of partners included rating
their perceived credibility. This construct was mea-
sured through the established instrument from Mc-
Croskey and Teven (1999), consisting of a series of
semantic differential items. These items together cap-
ture three distinct dimensions of credibility, including
competence (related to perceived intelligence, train-
ing, and degree to which the individual appears in-
formed; [M = 5.82, SD = 0.59, Cronbach’s α = .71]),
caring/goodwill (or the extent to which the individual
seems sensitive, understanding, or, conversely, self-
centered [M = 3.68, SD = 1.15, Cronbach’s α = .83]),
and trustworthiness (that is, the level to which one
seems genuine, honest, and ethical [M = 4.94, SD =
0.88, Cronbach’s α = .76]).
We also measured participants’ experiences of so-
cial presence during the remote meeting sessions.
This concept has gained traction in both popular
media and promotional materials as firms market
VR, AR, and other remote technologies (e.g., (Meta,
2021)). Previous research on 3D remote meeting plat-
forms has considered reported levels of social pres-
ence as indicators of system quality (Greenwald et al.,
2017; Jo et al., 2016b; Kim et al., 2018), with re-
cent work calling for multidimensional frameworks of
presence to better address emerging communication
technologies (Cruz et al., 2021). In empirical studies,
”social presence” encompasses various interpersonal
evaluations during mediated communication (Cum-
mings and Wertz, 2018, 2023; Kreijns et al., 2021),
and recent research on social AR has measured mul-
tiple dimensions of the construct (Yoon et al., 2019).
Accordingly, we measured several dimensions of so-
cial presence commonly addressed in the literature
and relevant to perceptions of a remote conversation
partner: salience, perceived actorhood, co-location,
and association (Cummings and Wertz, 2023).
Salience refers to the extent to which another so-
cial entity is detectable or perceptible. It was mea-
sured using the social presence passive interpersonal
scale from Lombard and Ditton (Lombard et al.,
2009) (M = 4.59, SD = 1.41, Cronbach’s α = .78).
Perceived actorhood is the degree to which an-
other party is recognized as a real person with their
own thoughts and feelings. This was assessed with
Bailenson et al.s instrument (Bailenson et al., 2001)
(M = 4.68, SD = 1.11, Cronbach’s α = .71).
Co-location reflects the perception that a remote
other is physically proximate and tangible, align-
ing with corporate messaging about technologies that
evoke “a feeling of being right there with another per-
son” (Meta, 2021). It was measured using Nakanishi
et al.s instrument (Nakanishi et al., 2008) (M = 4.15,
SD = 1.12, Cronbach’s α = .83).
Association represents a sense of camaraderie, lik-
ing, or affiliation with a mediated other. This was cap-
tured using Nowak’s self-reported copresence scale
(Nowak, 2001) (M = 3.83, SD = 1.07, Cronbach’s α =
.83).
Each of these perceptions was measured through
established self-report instruments using multiple 7-
point Likert-type items.
3 RESULTS
3.1 Task Performance
A separate one-way analysis of variance (ANOVA)
was conducted to test for platform-based differences
in each of the task performance measures. Tests were
run at the 5% significance level. Performance on the
object demonstration task was measured via two sep-
arate metrics: the total number of correct answers on
the object labeling quiz and on the object function
quiz. In both cases, participants in the avatar con-
dition produced higher scores on average (M = 8.00,
SD = 1.29; M = 6.29, SD = 1.89) than those in either
the hologram (M = 6.57, SD = 1.99; M = 5.57, SD =
1.13) or videoconferencing conditions (M = 5.86, SD
= 2.27; M = 5.14, SD = 2.19). However, these dif-
ferences were not statistically significant (F = 2.32, p
= .13; F = 0.72, p = .50). Persuasion scores did not
differ across platform conditions (F = 0.05, p = .95).
See Figure 3.
3.2 Technology Perceptions
A second series of one-way ANOVAs were conducted
to test for group differences in the perceived useful-
Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality
Embodiments for Remote Meetings
645
Figure 3: Task performance by platform.
Figure 4: Technology perceptions by platform.
ness and ease of the various conferencing platforms.
Participants’ perceived usefulness of the platform was
separately evaluated after each of the two conversa-
tional tasks. For the object demonstration task, the
avatar platform (M = 5.45, SD = 0.71) was perceived
as significantly more useful than the videoconferenc-
ing platform (M = 3.93, SD = 0.57; F = 5.47, p =
.01), with no significant differences between either
condition and the hologram condition (M = 4.95, SD
= 1.22). In contrast, the perceived usefulness of the
platforms did not vary in the context of the Desert
Survival interactive collaboration task (F = 0.26, p =
.77). Additionally, participants reported no significant
differences across platforms with respect to perceived
ease of use (F = 1.09, p = .36) or ease to learn (F =
0.75, p = .49). See Figure 4.
3.3 Partner Perceptions
A third series of one-way ANOVAs were conducted to
test for differences in users’ partner perceptions based
on platform condition. Participants’ perceived credi-
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
646
Figure 5: Perceived credibility of the confederate partner by platform.
Figure 6: Social presence of the confederate partner by platform.
bility of the confederate partner did not vary with re-
spect to any of the three credibility dimensions: com-
petence (F = 1.34, p = .29), caring/goodwill (F = 0.84,
p = .45), and trustworthiness (F = 2.36, p = .12); see
Figure 5. However, feelings of social presence with
the confederate partner varied as a function of the
platform used for conversations (Figure 6). Specifi-
cally, participants who engaged with the remote con-
federate partner via the hologram platform reported
the partner to be significantly more salient (M = 5.57,
SD = 1.40) than did those using avatars (M = 3.60,
SD = 1.03; F = 4.60, p = .02), though no signifi-
cant differences were found between either group and
those individuals using videoconferencing (M = 4.60,
SD = 1.17). Conversely, participants in the hologram
condition reported a significantly higher sense of co-
Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality
Embodiments for Remote Meetings
647
location with the confederate (M = 4.93, SD = 1.16)
than did those communicating via videoconferencing
(M = 3.46, SD = 0.95; F = 3.85, p = .04), though
neither of these conditions significantly differed from
the avatar condition (M = 4.07, SD = 0.84) in this re-
gard. No significant differences were observed be-
tween platform conditions with respect to perceived
actorhood (F = 1.70, p = .21) of or feelings of associ-
ation with the confederate (F = 0.10, p = .91).
4 DISCUSSION
In light of accounts of videoconferencing fatigue and
recent advancements in teleconferencing technology,
this study explored the relative advantages of avatar-
and hologram-based platforms for remote meetings.
In addition to comparing these tools to conventional
videoconferencing, the study examined the distinct
benefits each platform may offer depending on the
type of conversational task. Complementing scale
measures of technology and partner perceptions, par-
ticipants’ open-ended responses permitted insight into
the extent to which the two different AR-based plat-
forms replicate or address factors that recent literature
suggests contribute to the interpersonal challenges
associated with negative videoconferencing experi-
ences, such as the conveyance and processing of non-
verbal signals.
Users reported avatars, but not holograms, were
significantly more useful for object presentations dur-
ing remote meetings. However, actual knowledge
acquisition scores showed no significant differences
across platforms. While platform type had no effect
on the perceived credibility of conversation partners,
it uniquely influenced different aspects of social pres-
ence. Specifically, holographic partners were reported
as significantly more salient to users than avatars, and
holograms unlike avatars elicited heightened
feelings of physical co-location compared to video-
conferencing.
These results highlight the specific benefits
emerging consumer-facing mixed reality technologies
offer over traditional videoconferencing. They also
provide important insights into the circumstances un-
der which remote meetings may benefit from one type
of digital representation over another.
4.1 The Perceived Usefulness of Avatars
for Object-Focused Exchanges
The differences in subjective evaluations observed in
this study suggest that avatars are particularly suited
for tasks involving object-oriented discussions where
visualization is a key component of the informa-
tion exchange. While this perception was not fully
supported by the learning outcomes of the object
demonstration task (participants in the avatar condi-
tion scored higher on object labeling and function
quizzes, but the differences were not significant), this
may be due to a ceiling effect related to the sample
size and the object used. Specifically, the use of a
familiar object like a microscope may have limited
the ability to detect differences; a wholly novel ob-
ject might better reveal the comparative advantages
of avatars.
Nonetheless, the perceived benefit of avatars was
supported by open-ended participant feedback. Com-
ments highlighted the system’s utility for tasks such
as “explaining details about a device”, providing
“display and explanation”, or showcasing “a model
of an intricate design. While some participants noted
similar uses for holographic displays, the hologram’s
utility was often qualified by the level of object com-
plexity. Participants in the hologram condition re-
ported that the platform was useful only if the object
“does not have that many details”, citing issues with
visual quality. Common complaints included that the
hologram’s resolution was “not that clear” and that
the display did not allow them to “see details clearly
during the presentation.
These visual quality issues may explain the more
mixed perceived usefulness of holograms, especially
for object demonstration tasks. However, the fact
that perceived usefulness for 3D immersive platforms
was only significant for object demonstrations—and
not the Desert Survival Task meetings—suggests
that such platforms are beneficial primarily when
communication genuinely requires a sense of three-
dimensional space. This raises the implicit question
for users of platforms rendering conversations in 3D
space: “Why is a sense of space needed?” Object
demonstrations, provided the visual details are clear,
seem to offer a compelling answer. Yet, for now,
avatars appear to be best suited for object-focused
exchanges, at least until holographic communication
can offer similar advantages once visual quality im-
proves.
4.2 AR Holograms Are Effective for
Replicating Face-to-Face
Interpersonal Exchanges
As discussed, holograms may be most effective for
demonstrations involving relatively simple visual ob-
jects with minimal detail until their visual quality im-
proves. However, the primary strength of holograms
compared to avatars or videoconferencing lies in their
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
648
ability to replicate the experience of face-to-face com-
munication. Holograms elicited significantly higher
levels of different aspects of social presence com-
pared to the other platforms.
For example, participants in the hologram condi-
tion reported greater feelings of co-location with their
confederate partner than those in the videoconferenc-
ing condition. This aligns with open-ended feed-
back describing the holographic display as “an up-
graded Zoom meeting” that renders real-time feeds
in three dimensions. Additionally, compared to the
avatar condition, participants found their holographic
partners more salient, detecting social cues such as
facial expressions, tone, and nonverbal behaviors
more clearly. Participants suggested that the holo-
gram platform might be particularly beneficial when
a partner “heavily relies on body language., whereas
avatars—even those used here, capable of basic fa-
cial tracking and rendering—were perceived as lack-
ing “the human aspect of having a face-to-face con-
versation”.
Holograms appear to offer a closer approxima-
tion of offline communication by enabling users to
perceive their partners as physically present and ac-
cessible while more easily interpreting conventional
social cues. This suggests that efforts to digitally
replicate the full-body experience of face-to-face in-
teractions may be more effectively supported through
holograms than through avatars or videoconferencing.
4.3 Realistic Mediated Nonverbals –
Especially Facial Expressions –
Matter
The differences in social presence across platforms
appear to stem largely from the availability of nonver-
bal social cues. When represented via an avatar, the
range of social cues a conversation partner can con-
vey is significantly reduced compared to face-to-face
communication. Participants in the avatar condition
noted difficulties in “capturing the motions and fa-
cial expressions” of others, with some expressing a
preference for seeing “an actual person’s face” and
describing the experience as “a little awkward and
uncomfortable at times.Similarly, participants in the
videoconferencing condition reported that while “it
was easy to talk virtually and exchange ideas, they
struggled to “build an emotional connection. Even
in the hologram condition which scored highest for
social presence participants highlighted concerns
over “no eye contact” and identified “the problem of
eye contact” as an issue that needed to be “solved.
Thus, across all conditions, participants empha-
sized the importance of clearly perceiving and con-
veying social cues. This aligns with extensive re-
search, beginning with Argyle and Dean in the 1960s,
demonstrating the role of visual cues like eye contact,
gaze, and head movements in fostering perceptions
of intimacy, trust, and connection (Argyle and Dean,
1965; Williams, 1977). More recent studies have sim-
ilarly shown that realistic avatar eye gaze can influ-
ence communication dynamics (Steed and Schroeder,
2015), underscoring the importance of nonverbals
in validating new remote communication platforms
(Colburn et al., 2000; dos Anjos et al., 2019). Al-
though holograms provide better access to these cues
compared to avatars or videoconferencing, they are
evidently still far from replicating the ideal face-to-
face experience.
An ideal remote communication platform would
avoid obscuring facial expressions with avatars nor
headsets, render expressions in high resolution, and
display full body language with a wide field of view.
Such a platform could not only enhance social pres-
ence but also significantly improve partner credibil-
ity perceptions and persuasive task outcomes. More-
over, it could reduce the cognitive effort required to
send and interpret nonverbal cues, addressing a major
contributor to videoconferencing fatigue (Bailenson,
2021; Li and Yee, 2022).
However, for object-oriented conversations, these
concerns may be less pronounced. Research suggests
that when tasks involve virtual objects, users spend
significantly less time focused on a partner’s face
(Hanna and Brennan, 2007). In such cases, lower-
quality holographic displays or avatar-based systems
with limited facial tracking may suffice, as the focus
shifts away from interpersonal dynamics toward the
shared task.
5 LIMITATIONS AND FUTURE
DIRECTIONS
As with many laboratory studies, this research faced
certain operational constraints. For example, both the
participant sample and the communication platforms
were relatively limited. While the participants were
generally representative of prospective users in terms
of demographics and prior experience with media
technologies, they were primarily recruited via con-
venience sampling. Additionally, only a single exam-
ple of each platform type—commercial-grade video-
conferencing, avatar AR, and hologram AR—was in-
cluded, which may limit the generalizability of the
findings (Cummings and Reeves, 2022). User per-
ceptions may also have been influenced by hardware-
specific factors beyond the display itself. For in-
Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality
Embodiments for Remote Meetings
649
stance, a recent systematic review highlights that the
type of 3D display device (e.g., projector-based vs.
head-mounted) can affect interaction outcomes (Fad-
zli et al., 2021). In turn, future research should adopt
a variable-centered approach (Nass and Mason, 1990)
to identify specific platform elements—such as res-
olution, visual depth, behavioral realism, or embod-
iment level—that drive observed differences. This
aligns with calls to investigate technological factors
influencing social presence (Cummings and Wertz,
2018). Additionally, differences in perceived use-
fulness for object demonstrations could be further
explored by assessing knowledge acquisition using
wholly novel artifacts or multiple objects with vary-
ing visual complexity.
Furthermore, though this study focused on AR
avatars rather than VR avatars to avoid confounding
digital representation with environmental settings and
to align with prior research on spatialized conferenc-
ing, future studies could compare AR holograms with
fully virtual avatars and environments, such as those
in Horizon Worlds and other commercial VR plat-
forms.
Thus, while this study provides an initial explo-
ration, future research should investigate whether the
distinct perceived benefits of avatars and holograms
replicate across different participant samples, prod-
ucts, and user configurations.
6 CONCLUSIONS
Videoconferencing usage is at an all-time high, but it
often leads to fatigue and other limitations compared
to face-to-face communication. This study examined
how visual displays in emerging immersive remote
meeting platforms—avatar-based AR and hologram-
based AR—may reproduce or mitigate these issues.
The findings highlight distinct advantages for each
platform: avatars excel in object-centered exchanges
but may cause confusion or distraction in non-object-
focused conversations, while holograms more closely
simulate face-to-face interactions by enhancing social
presence with one’s partner.
In turn, when selecting enterprise software
for remote meetings, institutions and employees
should choose platforms based on the meeting’s fo-
cus—avatars for tasks centered on presented materials
and holograms for interactions emphasizing interper-
sonal connection. However, both platforms currently
offer limited capabilities for perceiving and convey-
ing nonverbal information, a concern that may be al-
leviated as holographic technologies advance in reso-
lution and field of view.
As these technologies evolve, academic and in-
dustry research should further explore how the inter-
action between technology and task shapes the rela-
tive advantages of avatars and holograms, providing
clearer guidance for their optimal use in remote com-
munication settings.
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