# Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure
## 2 Materials and Methods
### Materials  
#### 2.3.1 Hardware  
This study used two computers to distribute the resource requirements needed for this study. The first computer was responsible for recording the interviewer's face and body movements. Its specifications included an Intel i7-9700 CPU, an Nvidia GeForce RTX 2080 GPU, 32 GB DDR4 RAM, and 2 TB internal storage. The second computer that operated the VR simulation included an Intel i9-11900k CPU, Nvidia GeForce RTX 3080 Ti GPU, 32 GB DDR4 RAM, and 2 TB internal storage.  
An iPhone 11 positioned on a camera tripod was connected to the first computer with a USB cable to capture the interviewer's facial gestures, including eye movements and gaze direction. The iPhone 11 has face tracking capabilities from its TrueDepth camera that uses a dot projector to create a 3D map of the face that can be manipulated to animate the facial gestures of an avatar. Additionally, we used the Noitom Perception Neuron Studio Inertial System for body motion capturing. This system provides full-body motion capturing of the interviewer's feet, lower and upper legs, waist, torso, lower and upper arms, shoulders, and head using 17 wireless inertial sensors. The interviewer's finger movements were also tracked using 12 more sensors within the Perception Neuron Gloves. Both the motion data of the face and body were streamed to the second computer via a Local Area Network.  
An HP Reverb headset was used to display the virtual environment used in the current study and prior studies [22; 23] for the social interaction with the UNREAL avatar. This headset has a resolution of 2160 \(\times\) 2160 pixels per 2.89'' lens and a refresh rate of 90 Hz.  
\begin{table}
\begin{tabular}{c c c c c c} \hline \hline  & \multicolumn{4}{c}{**Participant Ratings**} & \\  & **None** & **A Little** & **Quite a Bit** & **A Lot** & **Extensive** \\ \hline Face-to-face conversations & 1 (1.8\%) & 4 (7\%) & 0 (0\%) & 2 (3.5\%) & 50 (87.7\%) \\ Phone conversations & 3 (5.3\%) & 3 (5.3\%) & 0 (0\%) & 12 (21.1\%) & 39 (68.4\%) \\ Screen-based conversations & 4 (7\%) & 12 (21.1\%) & 13 (22.8\%) & 13 (22.8\%) & 15 (26.3\%) \\ Conversations in virtual reality & 39 (68.4\%) & 14 (24.6\%) & 0 (0\%) & 2 (3.5\%) & 2 (3.5\%) \\ Screen-based computer games & 20 (35.1\%) & 15 (26.3\%) & 9 (15.8\%) & 2 (3.5\%) & 11 (19.3\%) \\ Virtual reality computer games & 41 (71.9\%) & 16 (28.1\%) & 0 (0\%) & 0 (0\%) & 0 (0\%) \\ \hline \hline \end{tabular}
\end{table}
Table 1: Participant history of technology or face-to-face conversations within the past 12 months.  
A Vive Focus 3 headset with two controllers was used to display the Vive Sync avatar. This headset displayed a virtual environment hosted on the Vive Sync servers and appeared as a virtual office space. This device has a resolution of 2448 \(\times\) 2448 pixels per 2.88\({}^{\prime\prime}\) lens and a refresh rate of 90 Hz. It also included an onboard eye-tracking system comprising dual-tracking cameras that can track the direction and origin of gaze at a 120 Hz frequency with an accuracy range of 0.5\({}^{\circ}\) to 1.1\({}^{\circ}\). This eye-tracking system was less sophisticated than the iPhone 11's TrueDepth camera that offers more precise gaze-tracking behaviour. Instead, the Vive Focus 3 supports basic eye and gaze-tracking behaviour but with less accuracy. Additionally, the headset includes dual integrated microphones that capture clear audio, reduce background noise, and enhance the accuracy of voice detection. These voice data can then be used to generate the mouth movements of the Vive Sync avatar.