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Virtual humans and photorealism: The effect of photorealism of interactive virtual humans in clinical virtual environment on affective responses.

机译:虚拟人和照片拟真的:临床虚拟环境中交互式虚拟人的照片拟真的对情感反应的影响。

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摘要

The ability of realistic vs stylized representations of virtual characters to elicit emotions in users has been an open question for researchers and artists alike. We designed and performed a between subjects experiment using a medical virtual reality simulation to study the differences in the emotions aroused in participants while interacting with realistic and stylized virtual characters. The experiment included three conditions each of which presented a different representation of the virtual character namely; photo-realistic, non-photorealistic cartoon-shaded and non-photorealistic charcoal-sketch. The simulation used for the experiment, called the Rapid Response Training System was developed to train nurses to identify symptoms of rapid deterioration in patients. The emotional impact of interacting with the simulation on the participants was measured via both subjective and objective metrics. Quantitative objective measures were gathered using skin Electrodermal Activity (EDA) sensors, and quantitative subjective measures included Differential Emotion Survey (DES IV), Positive and Negative Affect Schedule (PANAS), and the co-presence or social presence questionnaire. The emotional state of the participants was analyzed across four distinct time steps during which the medical condition of the virtual patient deteriorated, and was contrasted to a baseline affective state. The data from the EDA sensors indicated that the mean level of arousal was highest in the charcoal-sketch condition, lowest in the realistic condition, with responses in the cartoon-shaded condition was in the middle. Mean arousal responses also seemed to be consistent in both the cartoon-shaded and charcoal-sketch conditions across all time steps, while the mean arousal response of participants in the realistic condition showed a significant drop from time step 1 through time step 2, corresponding to the deterioration of the virtual patient. Mean scores of participants in the DES survey seems to suggest that participants in the realistic condition elicited a higher emotional response than participants in both non-realistic conditions. Within the non-realistic conditions, participants in the cartoon-shaded condition seemed to elicit a higher emotional response than those in the charcoal-sketch condition.
机译:虚拟角色的逼真与风格化表示在用户中引起情感的能力对于研究人员和艺术家都是一个悬而未决的问题。我们使用医学虚拟现实模拟设计并执行了受试者之间的实验,以研究与现实和程式化的虚拟人物互动时参与者中引起的情绪差异。实验包括三个条件,每个条件都表示虚拟角色的不同表示形式。逼真的,非逼真的卡通阴影和非逼真的木炭素描。用于实验的模拟称为快速响应训练系统,旨在训练护士识别患者快速恶化的症状。通过主观和客观指标来衡量与模拟互动对参与者的情感影响。使用皮肤皮肤电活动(EDA)传感器收集量化的客观指标,定量的主观指标包括差异情感调查(DES IV),积极和消极影响时间表(PANAS)以及共同存在或社交存在问卷。在四个不同的时间步骤中分析了参与者的情绪状态,在此期间,虚拟患者的医疗状况恶化,并与基线情感状态进行了对比。来自EDA传感器的数据表明,在木炭素描状态下,平均唤醒水平最高,在现实状态下最低,在卡通阴影状态下的响应处于中间。在所有时间步长的卡通阴影和木炭素描条件下,平均唤醒反应似乎也是一致的,而在实际情况下,参与者的平均唤醒反应显示从时间步骤1到时间步长2显着下降,与虚拟病人的病情恶化。 DES调查中参与者的平均分数似乎表明,在两种情况下,处于现实状态的参与者所引起的情绪反应均高于非现实状态的参与者。在非现实条件下,卡通阴影条件下的参与者似乎比木炭素描条件下的参与者引起更高的情感反应。

著录项

  • 作者

    Chaturvedi, Himanshu.;

  • 作者单位

    Clemson University.;

  • 授予单位 Clemson University.;
  • 学科 Computer science.
  • 学位 M.S.
  • 年度 2015
  • 页码 61 p.
  • 总页数 61
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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