Darragh Higgins , Benjamin R. Cowan , Rachel McDonnell
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引用次数: 0
Abstract
With the expanding range of uses for advancements in animation and voice synthesis, more opportunities arise for interactions with animated virtual humans. Such interactions may be influenced by improved portrayals of character features such as emotion and realism. The present study aimed to examine how variations in animated facial detail and vocal prosody shape user perception of emotion in virtual characters. This impact was assessed via facial electromyography and eye-tracking measures, as well as self-reports of state empathy and character appeal. Results indicate that participants were influenced by emotional valence in terms of zygomaticus major and corrugator supercilii muscle activation. Survey data appear to show greater empathy for conditions of increased facial detail and more human-like vocal prosody. Moreover, eye tracking results suggest a preference for eye contact regardless of detail or prosody, with participants fixating more on facial areas of interest overall for the positively valenced conditions. Finally, there is evidence that trait empathy and mismatches between higher facial detail and lower vocal human-likeness may influence zygomaticus major activity in response to positively valenced stimuli. These results are discussed in the context of virtual character design, contemporary understandings of empathy and the phenomenon of the Uncanny Valley.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...