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Evaluating the Effects of a Cartoon-Like Character with Emotions on Users' Behaviour within Virtual Reality Environments

机译:在虚拟现实环境中评估情绪卡通人物对用户行为的影响

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In this research we explore the effect of a virtual avatar that is non-human like and can express basic distinguishable emotions on users' level of engagement and interest. Virtual reality (VR) environments are able to render realistic representations. However, not all virtual environments require life-like representations of their characters-in our research a 'life-like' human character means that it resembles very closely to an actual person in real life. It is very common for games to use simple non-human characters. Cartoon-like characters can actually have a greater impact on users' affinity towards these games. The aim of this research is to examine if interactions with a cartoon-like character that has the capacity to express simple but common emotional expressions is sufficient to bring forth a change in the behavior and level of engagement of users with the character. This research seeks to find out if adding simple emotions to virtual characters is beneficial to increasing users' interest. To explore these questions, we have conducted a study with a human-like cartoon character in a VR environment that can express simple, basic human emotions based on users' input. The results of our experiment show that a cartoon-like character can benefit from displaying emotional traits or responses when interacting with humans in a VR environment.
机译:在这项研究中,我们探索了虚拟化身的效果,该虚拟化身非人类般,可以在用户的​​参与度和兴趣水平上表达基本的不同情感。虚拟现实(VR)环境能够渲染逼真的表示。但是,并非所有的虚拟环境都需要用逼真的人物角色来表示-在我们的研究中,“逼真的”人物角色意味着它与现实生活中的真实人非常相似。对于游戏来说,使用简单的非人类角色非常普遍。像卡通人物实际上可以对用户对这些游戏的亲和力产生更大的影响。这项研究的目的是检验与能够表达简单但常见的情感表达的卡通人物的互动是否足以引起用户与该人物互动的行为和参与程度的变化。这项研究旨在找出在虚拟角色中添加简单的情感是否有助于提高用户的兴趣。为了探讨这些问题,我们在VR环境中进行了一项类似于人类的卡通人物的研究,该虚拟人物可以根据用户的输入表达简单,基本的人类情感。我们的实验结果表明,在VR环境中与人互动时,卡通人物可以从显示情绪特征或反应中受益。

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