Evaluating perceived trust from procedurally animated gaze

Aline Normoyle, J. Badler, Teresa Fan, N. Badler, V. Cassol, S. Musse
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引用次数: 39

Abstract

Adventure role playing games (RPGs) provide players with increasingly expansive worlds, compelling storylines, and meaningful fictional character interactions. Despite the fast-growing richness of these worlds, the majority of interactions between the player and non-player characters (NPCs) still remain scripted. In this paper we propose using an NPC's animations to reflect how they feel towards the player and as a proof of concept, investigate the potential for a straightforward gaze model to convey trust. Through two perceptual experiments, we find that viewers can distinguish between high and low trust animations, that viewers associate the gaze differences specifically with trust and not with an unrelated attitude (aggression), and that the effect can hold for different facial expressions and scene contexts, even when viewed by participants for a short (five second) clip length. With an additional experiment, we explore the extent that trust is uniquely conveyed over other attitudes associated with gaze, such as interest, unfriendliness, and admiration.
从程序动画凝视中评估感知信任
冒险角色扮演游戏(rpg)为玩家提供了越来越广阔的世界、引人入胜的故事情节和有意义的虚构角色互动。尽管这些世界的丰富性在快速增长,但玩家和非玩家角色(npc)之间的大多数互动仍然是脚本化的。在本文中,我们建议使用NPC的动画来反映他们对玩家的感觉,并作为概念证明,研究直接凝视模型传达信任的潜力。通过两个感知实验,我们发现观众可以区分高信任和低信任动画,观众将目光差异与信任联系起来,而不是与不相关的态度(攻击)联系起来,并且这种效应适用于不同的面部表情和场景背景,即使参与者观看的剪辑长度很短(5秒)。通过另一个实验,我们探索了信任在某种程度上比其他与凝视相关的态度(如兴趣、不友好和钦佩)更独特。
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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