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Perception of emotional body language displayed by animated characters

机译:对动画人物显示的情绪肢体语言的感知

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摘要

Virtual Environments have demonstrated effectiveness for social task training such as medical training (Anolli, Vescovo, Agliati, Mantovani, & Zurloni, 2006). These types of Virtual Environments have used emotional animated characters. Even though emotions have a strong influence on human-human interactions (Gratch, Mao, & Marsella, 2006), typical system evaluation does not assess whether human and animated emotional displays are perceived similarly by observers. Moreover, the Uncanny Valley, which is a drop in believability as characters become more realistic, threatens the assumption that emotions displayed by an animated character and a human would be interpreted similarly. Thus, it is not known how appropriate the perception to a realistic emotional animated character is. This issue is especially important for social task training which require animated characters to be perceived as social and emotional partners so that trainees would be confronted with situations comparable to real life ones. Using an approach similar to the one proposed by Nass & Moon (2000) in their work on the Media Equation, this thesis investigates how emotional body language displayed by animated characters is interpreted. A psychological experiment was conducted to investigate if emotional body language would be an appropriate way for animated characters to display emotion. This was done by comparing the interpretation of emotional body language displayed by animated characters with that by real actors. The results showed that animated body language can be accurately interpreted. However, the videos of the actor were found to be more emotional, more believable and more natural than the animated characters, whilst displaying the same emotional body language. Moreover, there was a significant difference in the number of correctly interpreted negative emotions displayed. Although, there was not a difference for positive emotions. This could be due to the physical appearance of the animated character or to the loss of micro-gestures inherent to Motion Capture technology. Thus, a second comparative study was conducted to investigate the potential causes for this drop in believability and recognition. It investigated the effect of changing the level of physical realism of the animation as well as deteriorating the quality of the emotional body language itself. Whilst no effect was found regarding the deterioration of the emotional body language, the results show that the videos of the Actor were found to be more emotional, more believable and more natural than the two animated characters. These findings have strong implications for the use of Virtual Environments for social task training.
机译:虚拟环境已证明对诸如医学培训等社会任务培训有效(Anolli,Vescovo,Agliati,Mantovani和Zurloni,2006年)。这些类型的虚拟环境使用了情感动画角色。即使情绪对人与人之间的互动有很大的影响(Gratch,Mao和Marsella,2006年),典型的系统评估也无法评估观察者是否能以相似的方式感知人的和生动的情绪展示。此外,随着角色变得更加真实,可信度下降的Uncanny Valley威胁着这样一种假设,即动画角色和人类所显示的情感将被类似地解释。因此,未知对于现实的情感动画人物的感知有多合适。对于要求将动画角色视为社交和情感伙伴的社交任务培训而言,此问题尤其重要,这样受训人员将面临与现实生活相当的情况。本文使用类似于Nass&Moon(2000)在他们的Media Equation中提出的方法,研究如何解释动画人物所显示的情感肢体语言。进行了一项心理实验,以调查情绪化的肢体语言是否适合动画角色展示情绪的合适方式。这是通过比较动画人物和真实演员对情感肢体语言的解释而完成的。结果表明,可以准确地解释动画肢体语言。但是,发现该演员的视频比动画角色更具情感,更可信,更自然,同时显示了相同的情感肢体语言。此外,在正确解释的负面情绪显示的数量上存在显着差异。虽然,积极情绪没有区别。这可能是由于动画角色的物理外观或运动捕捉技术固有的微手势的丢失。因此,进行了第二次比较研究,以调查可信度和认可度下降的潜在原因。它研究了改变动画的物理真实感水平以及降低情感肢体语言本身质量的效果。虽然没有发现关于情感肢体语言恶化的影响,但结果表明,与两个动画角色相比,演员的视频更加情感,更可信,更自然。这些发现对于将虚拟环境用于社交任务培训具有重要意义。

著录项

  • 作者

    Beck Ariel;

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  • 年度 2011
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  • 原文格式 PDF
  • 正文语种 English
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