Human, Chameleon or Nodding Dog?

Leshao Zhang, P. Healey
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引用次数: 8

Abstract

Immersive virtual environments (IVEs) present rich possibilities for the experimental study of non-verbal communication. Here, the 'digital chameleon' effect, -which suggests that a virtual speaker (agent) is more persuasive if they mimic their addresses head movements-, was tested. Using a specially constructed IVE, we recreate a full-body analogue version of the 'digital chameleon' experiment. The agent's behaviour is manipulated in three conditions 1) Mimic (Chameleon) in which it copies the participant's nodding 2) Playback (Nodding Dog) which uses nods from playback of a previous participant and are therefore unconnected with the content and 3) Original (Human) in which it uses the prerecorded actor's movements. The results do not support the original finding of differences in ratings of agent persuasiveness between conditions. However, motion capture data reveals systematic differences in a) the real-time movements of speakers and listeners b) between the Original, Mimic and Playback conditions. We conclude that the automatic mimicry model is too simplistic and that this paradigm must address the reciprocal dynamics of non-verbal interaction to achieve its full potential.
人类、变色龙还是点头狗?
沉浸式虚拟环境为非语言交际的实验研究提供了丰富的可能性。在这里,“数字变色龙”效应进行了测试,该效应表明,如果虚拟说话者(代理人)模仿他们的地址头部运动,他们会更有说服力。使用特殊构造的IVE,我们重建了一个全身模拟版本的“数字变色龙”实验。代理的行为在三种情况下被操纵:1)模仿(变色龙),它复制参与者的点头;2)回放(点头狗),它使用前一个参与者的点头,因此与内容无关;3)原始(人类),它使用预先录制的演员的动作。结果不支持最初的发现,在不同的条件下,代理的说服力评级的差异。然而,动作捕捉数据揭示了在a)说话者和听者的实时运动b)原始、模拟和回放条件之间的系统性差异。我们的结论是,自动模仿模型过于简单,这种范式必须解决非语言互动的相互动态,以实现其全部潜力。
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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