The Impact of Avatar Retargeting on Pointing and Conversational Communication.

Simbarashe Nyatsanga, Doug Roble, Michael Neff
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Abstract

One of the pleasures of interacting using avatars in VR is being able to play a character very different to yourself. As the scale of characters change relative to a user, there is a need to retarget user motions onto the character, generally maintaining either the user's pose or the position of their wrists and ankles. This retargeting can impact both the functional and social information conveyed by the avatar. Focused on 3rd-person (observed) avatars, this paper presents three studies on these varied aspects of communication. It establishes a baseline for near-field avatar pointing, showing an accuracy of about 5cm. This can be maintained using positional hand constraints, but increases if the user's pose is directly transferred to the character. It is possible to maintain this accuracy with a Semantic Inverse Kinematics formulation that brings the avatar closer to the user's actual pose, but compensates by adjusting the finger pointing direction. Similar results are shown for conveying spatial information, namely object size. The choice of pose or position based retargeting leads to a small change in the perception of avatar personality, indicating an impact on social communication. This effect was not observed in a task where the users' cognitive load was otherwise high, so may be task dependent. It could also become more pronounced for more extreme proportion changes.

头像重定向对指向和会话交流的影响。
在VR中使用虚拟形象互动的乐趣之一是能够扮演一个与自己非常不同的角色。当角色的尺度相对于用户发生变化时,需要将用户的动作重新定位到角色上,通常保持用户的姿势或手腕和脚踝的位置。这种重新定位会影响角色所传达的功能和社交信息。本文以第三人称(观察到的)虚拟形象为重点,介绍了关于这些不同方面的交流的三个研究。它建立了近场虚拟角色指向的基线,显示精度约为5厘米。这可以使用手的位置约束来维持,但如果用户的姿势直接转移到角色上,则会增加。可以通过语义逆运动学公式来保持这种准确性,该公式使虚拟角色更接近用户的实际姿势,但通过调整手指指向的方向来补偿。在传递空间信息(即对象大小)时也显示了类似的结果。基于重新定位的姿势或位置的选择会导致虚拟角色个性感知的微小变化,这表明了对社交沟通的影响。在用户认知负荷较高的任务中没有观察到这种效应,因此可能是任务依赖的。更极端的比例变化也可能变得更加明显。
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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