Animation realism affects perceived character appeal of a self-virtual face

Elena Kokkinara, R. Mcdonnell
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引用次数: 39

Abstract

Appearance and animation realism of virtual characters in games, movies or other VR applications has been shown to affect audiences levels of acceptance and engagement with these characters. However, when a virtual character is representing us in VR setup, the level of engagement might also depend on the levels of perceived ownership and sense of control (agency) we feel towards this virtual character. In this study, we used advanced face-tracking technology in order to map real-time tracking data of participants' head and eye movements, as well as facial expressions on virtual faces with different appearance realism characteristics (realistic or cartoon-like) and different levels of animation realism (complete or reduced facial movements). Our results suggest that virtual faces are perceived as more appealing when higher levels of animation realism are provided through real-time tracking. Moreover, high-levels of face-ownership and agency can be induced through synchronous mapping of the face tracking on the virtual face. In this study, we provide valuable insights for future games that use face tracking as an input.
动画现实主义影响感知的角色吸引力的一个自我虚拟的脸
在游戏、电影或其他虚拟现实应用中,虚拟角色的外观和动画真实感已被证明会影响观众对这些角色的接受程度和参与度。然而,当一个虚拟角色在VR环境中代表我们时,我们对这个虚拟角色的投入程度可能也取决于我们感知到的所有权和控制感(代理)的水平。在本研究中,我们使用了先进的面部跟踪技术,绘制了参与者头部和眼球运动的实时跟踪数据,以及不同外观真实感特征(逼真或卡通)和不同动画真实感水平(完整或减少面部运动)的虚拟面部的面部表情。我们的研究结果表明,当通过实时跟踪提供更高水平的动画真实感时,虚拟面孔被认为更具吸引力。此外,通过在虚拟人脸上同步映射人脸跟踪,可以诱导高水平的人脸所有权和代理。在这项研究中,我们为未来使用面部追踪作为输入的游戏提供了有价值的见解。
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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