Modeling Emotions for Training in Immersive Simulations (METIS): A Cross-Platform Virtual Classroom Study

A. Delamarre, C. Lisetti, Cédric Buche
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引用次数: 2

Abstract

Virtual training environments (VTEs) using immersive technology have been able to successfully provide training for technical skills. Combined with recent advances in virtual social agent technologies and in affective computing, VTEs can now also support the training of social skills. Research looking at the effects of different immersive technologies on users’ experience (UX) can provide important insights about their impact on user’s engagement with the technology, sense presence and co-presence. However, current studies do not address whether emotions displayed by virtual agents provide the same level of UX across different virtual reality (VR) platforms. In this study, we considered a virtual classroom simulator built for desktop computer, and adapted for an immersive VR platform (CAVE). Users interact with virtual animated disruptive students able to display facial expressions, to help them practice their classroom behavior management skills. We assessed effects of the VR platforms and of the display of facial expressions on presence, co-presence, engagement, and believability. Results indicate that users were engaged, found the virtual students believable and felt presence and co-presence for both VR platforms. We also observed an interaction effects of facial expressions and VR platforms for co-presence (p = .018 < .05).
沉浸式模拟训练中的情绪建模(METIS):跨平台虚拟教室研究
使用沉浸式技术的虚拟培训环境(vte)已经能够成功地提供技术技能培训。结合最近在虚拟社会代理技术和情感计算方面的进展,vte现在也可以支持社交技能的培训。研究不同沉浸式技术对用户体验(UX)的影响,可以提供重要的见解,了解它们对用户参与技术、感知存在和共同存在的影响。然而,目前的研究并没有解决虚拟代理所显示的情绪是否在不同的虚拟现实(VR)平台上提供相同水平的用户体验。在本研究中,我们考虑了为台式电脑构建的虚拟教室模拟器,并适用于沉浸式VR平台(CAVE)。用户可以与虚拟动画学生互动,这些学生可以展示面部表情,帮助他们练习课堂行为管理技巧。我们评估了VR平台和面部表情展示对在场、共同在场、参与和可信度的影响。结果表明,在两个虚拟现实平台上,用户都参与其中,发现虚拟学生可信,并感到存在和共同存在。我们还观察到面部表情和VR平台的交互作用(p = 0.018 < 0.05)。
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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