Comparing people's preference on culture-dependent queuing behaviors in a simulated crowd

Sutasinee Thovutikul, Divesh Lala, N. V. Kleef, Y. Ohmoto, T. Nishida
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引用次数: 9

Abstract

Difficulties in living in a different culture are caused by different patterns of thinking, feeling and potential actions. People who enter into a new culture or unfamiliar social situation don't know how to behave toward other people. Queuing is a good example behavior of intercultural interaction in a human crowd. This research aims to develop a system that can help users learn a different culture of nonverbal interaction using a simulated crowd. Users can learn how to engage in interaction or imitate queuing behavior in different styles from a simulated human crowd. The human recognition and body interaction section describe the hypothesis of participants' acceptance and feedback. The video and interactive-game environment are discussed and the setting example scenario are shown. The comparative discussion shows the interactive-game is cover the participants' acceptant and feedback. The queuing behavior coding is designed from the posture scoring system. An immersive environment is used for 360 degrees viewing. Learners can observe the agents' behavior in the scenario via immersive display and can interact with the agents by using their body. The FAtiMA emotion agent architecture is applied in the agent's behavioral interaction planning. Preliminary work is shown. The result is a variety of styles of the formation of queuing behavior of people from different cultures.
在模拟人群中比较人们对文化相关排队行为的偏好
生活在不同文化中的困难是由不同的思维模式、感觉和潜在的行动造成的。进入一种新的文化或不熟悉的社会环境的人不知道如何对待他人。排队是人群中跨文化互动的一个很好的例子。本研究旨在开发一个系统,可以帮助用户通过模拟人群学习不同的非语言互动文化。用户可以从模拟人群中学习如何参与互动或模仿不同风格的排队行为。人体识别和身体互动部分描述了参与者接受和反馈的假设。讨论了视频和交互游戏环境,并给出了设置示例场景。对比讨论表明,互动游戏涵盖了参与者的接受和反馈。从姿态评分系统出发,设计了排队行为编码。沉浸式环境用于360度观看。学习者可以通过沉浸式展示来观察智能体在场景中的行为,并且可以通过身体与智能体进行交互。将FAtiMA情感智能体架构应用于智能体的行为交互规划。初步工作显示。其结果是不同文化背景的人形成了不同风格的排队行为。
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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