Kunimi, YusukeKimura, KentaMatsumoto, KeigoTakamichi, ShinnosukeNarumi, TakujiMochimaru, MasaakiHasegawa, ShoichiSakata, NobuchikaSundstedt, Veronica2024-11-292024-11-292024978-3-03868-245-51727-530Xhttps://doi.org/10.2312/egve.20241358https://diglib.eg.org/handle/10.2312/egve20241358Embodying a voice quality different from the innate one by utilizing real-time voice conversion has paid attention to enhance the cognitive abilities and manipulating emotions while social interaction in physical activity. Past research has shown that embodying voice qualities that evoke specific stereotypes can induce a variety of cognitive effects and emotion. However, such an approach has been criticized for its active use of stereotypes and thus reinforces stereotypes about certain groups within society. In contrast, the use of images of well-known characters in stories has the potential to influence thinking and behavior without reinforcing stereotypes of specific social groups. This paper investigate the impact of voice conversion to a animation character voice quality on attitude, behavior, and personality. The results show that animation character-based voice conversion enhanced the planning ability according to the social image of the character.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → Virtual reality; Mixed / augmented realityHuman centered computing → Virtual realityMixed / augmented realityCharacter-Voice Embodiment Impacts on the Cognitive Task Performance with the Voice Ownership Illusion.10.2312/egve.2024135810 pages