首页> 外文会议>Intersections in simulation and gaming >Exploring Avatar Facial Fidelity and Emotional Expressions on Observer Perception of the Uncanny Valley
【24h】

Exploring Avatar Facial Fidelity and Emotional Expressions on Observer Perception of the Uncanny Valley

机译:探索神仙谷旁观者的头像面部逼真度和情感表达

获取原文
获取原文并翻译 | 示例

摘要

Avatars or digital human characters are traditionally associated with digital games, where they enhance story-based interaction and player engagement. However, interest in accurate and cost-effective avatar development has increased in fields such as serious gaming and simulation training. The interest from these fields stems from training needs where avatars, used create human emotional experiences, could aid in appropriate education. In this context, the area of avatar emotional expression is not well understood. Applications often result in avatars that produce feelings of uncanniness in end-users, which may have a negative impact on training outcomes. This paper aims to firstly explore how avatar fidelity or realism could influence the emotional experience of interactions between end users and virtual humans. Secondly, we examine how avatar facial features displaying emotional expressions affect participants perceived valence of the avatar. These affects were assessed through a combination of experimental and survey methodologies. An existing 'Godspeed' survey was used to measure an end-users' perception of an avatars 'humanness', 'eeriness', and 'attractiveness,' together with a three-part experiment that measured participants' startle reflex responses to avatars with differing fidelity and emotional expressions. The results indicated that participant gender played a role in their perception of avatars. Also, the gender of the avatar appeared to have a significant impact on participant responses. Avatars displaying sad expressions emerged as less unpleasant and possibly less uncanny than smiling expressions. This research represents an entry point in a broad, cross-disciplinary area of research. While there are important findings and a significant amount of data generated, these elements pose questions for future work in this area.
机译:头像或数字人物通常与数字游戏相关联,在数字游戏中它们会增强基于故事的互动和玩家互动。但是,在诸如严肃的游戏和模拟训练等领域中,人们对精确和具有成本效益的虚拟形象开发的兴趣有所增加。这些领域的兴趣源于培训需求,其中化身用来创造人类的情感体验,可以帮助进行适当的教育。在这种情况下,对化身情感表达的领域还没有很好的理解。应用程序通常会导致化身在最终用户中产生烦恼的感觉,这可能会对训练结果产生负面影响。本文旨在首先探讨化身的逼真度或真实感如何影响最终用户与虚拟人之间互动的情感体验。其次,我们检查显示情绪表达的化身面部特征如何影响参与者感知到的化身价。通过结合实验和调查方法来评估这些影响。现有的“ Godspeed”调查用于衡量最终用户对虚拟形象的“人性”,“精力充沛”和“吸引力”的感知,以及一个三部分的实验,该实验测量了参与者对不同虚拟形象的惊吓反射反应忠诚和情感表达。结果表明,参与者的性别在他们对化身的感知中发挥了作用。而且,化身的性别似乎对参与者的反应有重大影响。与微笑的表情相比,显示悲伤的表情的化身看起来不那么令人不快,而且可能更少怪诞。这项研究代表了广泛的跨学科研究领域的切入点。尽管有重要的发现和大量的数据生成,但这些要素为该领域的未来工作提出了疑问。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号