The role of avatar fidelity and sex on self-motion recognition

A. Thaler, Anna C. Wellerdiek, Markus Leyrer, E. Volkova-Volkmar, N. Troje, B. Mohler
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引用次数: 2

Abstract

Avatars are important for games and immersive social media applications. Although avatars are still not complete digital copies of the user, they often aim to represent a user in terms of appearance (color and shape) and motion. Previous studies have shown that humans can recognize their own motions in point-light displays. Here, we investigated whether recognition of self-motion is dependent on the avatar's fidelity and the congruency of the avatar's sex with that of the participants. Participants performed different actions that were captured and subsequently remapped onto three different body representations: a point-light figure, a male, and a female virtual avatar. In the experiment, participants viewed the motions displayed on the three body representations and responded to whether the motion was their own. Our results show that there was no influence of body representation on self-motion recognition performance, participants were equally sensitive to recognize their own motion on the point-light figure and the virtual characters. In line with previous research, recognition performance was dependent on the action. Sensitivity was highest for uncommon actions, such as dancing and playing ping-pong, and was around chance level for running, suggesting that the degree of individuality of performing certain actions affects self-motion recognition performance. Our results show that people were able to recognize their own motions even when individual body shape cues were completely eliminated and when the avatar's sex differed from own. This suggests that people might rely more on kinematic information rather than shape and sex cues for recognizing own motion. This finding has important implications for avatar design in game and immersive social media applications.
化身保真度和性别在自我动作识别中的作用
化身对于游戏和沉浸式社交媒体应用来说非常重要。虽然虚拟角色还不是用户的完整数字副本,但它们通常旨在从外观(颜色和形状)和动作方面代表用户。先前的研究表明,人类可以在点光显示器上识别自己的动作。在这里,我们调查了自我运动的识别是否依赖于化身的保真度和化身与参与者性别的一致性。参与者做了不同的动作,这些动作被捕捉下来,随后被重新映射到三种不同的身体表征上:一个光点人物、一个男性和一个女性虚拟化身。在实验中,参与者观看三种身体表征上显示的动作,并对该动作是否属于自己做出反应。实验结果表明,身体表征对自我动作识别没有影响,被试对点光图形和虚拟人物的动作识别同样敏感。与之前的研究一致,识别性能依赖于动作。对跳舞和打乒乓球等不常见动作的敏感度最高,而对跑步的敏感度则接近于机会水平,这表明表演某些动作的个性程度会影响自我动作识别的表现。我们的研究结果表明,即使个人的身体形状线索被完全消除,当虚拟角色的性别与自己不同时,人们也能够识别自己的动作。这表明,人们可能更多地依赖运动学信息,而不是形状和性别线索来识别自己的动作。这一发现对游戏和沉浸式社交媒体应用中的角色设计具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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