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When Facial Expressions Dominate Emotion Perception in Groups of Virtual Characters

机译:当面部表情在虚拟角色组中占主导地位情感感知

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Virtual characters play a central role in populating virtual worlds, whether they act as conduits for human expressions as avatars or are automatically controlled by a machine as agents. In modern game-related scenarios, it is economical to assemble virtual characters from varying sources of appearances and motions. However, doing so may have unintended consequences with respect to how people perceive their expressions. This paper presents an initial study investigating the impact of facial expressions and full body motions from varying sources on the perception of intense positive and negative emotional expressions in small groups of virtual characters. 21 participants views a small group of three virtual characters engaged in intense animated behaviours as their face and body motions were varied between positive, neutral and negative valence expressions. While emotion perception was based on both the bodies and the faces of the characters, we found a strong impact of the valence of facial expressions on the perception of emotions in the group. We discuss these findings in relation to the combination of manually created and automatically defined motion sources, highlighting implications for the animation of virtual characters.
机译:虚拟人物在填充虚拟世界中发挥核心作用,他们是否充当管道人类表情的化身或由机器作为代理自动控制。在现代游戏相关的情况,它是经济从不同的外观和运动的人士聚集的虚拟人物。但是,这样做可能有关于意想不到的后果人们如何感知他们的表情。本文提出一种最初的研究调查的面部表情和全身运动都有不同的来源上的强烈的正面和负面的情绪表达的知觉中的虚拟人物小群体的影响。 21层参加者的观点一小组三个虚拟人物在激烈动画行为接合作为他们的脸和身体的运动进行了积极的,中性和负价表达式之间变化。虽然情绪知觉是基于双方的机构和人物的面孔,我们发现面部表情的价对组中的情绪的感知有很大的影响。我们相对于的手动创建和自动定义运动源的组合讨论这些发现,高亮的虚拟人物动画的影响。

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