Measuring the effects of co-location on emotion perception in shared virtual environments: An ecological perspective

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
G. Bente, Ralf Schmälzle, Nolan T. Jahn, A. Schaaf
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Abstract

Inferring emotions from others’ non-verbal behavior is a pervasive and fundamental task in social interactions. Typically, real-life encounters imply the co-location of interactants, i.e., their embodiment within a shared spatial-temporal continuum in which the trajectories of the interaction partner’s Expressive Body Movement (EBM) create mutual social affordances. Shared Virtual Environments (SVEs) and Virtual Characters (VCs) are increasingly used to study social perception, allowing to reconcile experimental stimulus control with ecological validity. However, it remains unclear whether display modalities that enable co-presence have an impact on observers responses to VCs’ expressive behaviors. Drawing upon ecological approaches to social perception, we reasoned that sharing the space with a VC should amplify affordances as compared to a screen display, and consequently alter observers’ perceptions of EBM in terms of judgment certainty, hit rates, perceived expressive qualities (arousal and valence), and resulting approach and avoidance tendencies. In a between-subject design, we compared the perception of 54 10-s animations of VCs performing three daily activities (painting, mopping, sanding) in three emotional states (angry, happy, sad)—either displayed in 3D as a co-located VC moving in shared space, or as a 2D replay on a screen that was also placed in the SVEs. Results confirm the effective experimental control of the variable of interest, showing that perceived co-presence was significantly affected by the display modality, while perceived realism and immersion showed no difference. Spatial presence and social presence showed marginal effects. Results suggest that the display modality had a minimal effect on emotion perception. A weak effect was found for the expression “happy,” for which unbiased hit rates were higher in the 3D condition. Importantly, low hit rates were observed for all three emotion categories. However, observers judgments significantly correlated for category assignment and across all rating dimensions, indicating universal decoding principles. While category assignment was erroneous, though, ratings of valence and arousal were consistent with expectations derived from emotion theory. The study demonstrates the value of animated VCs in emotion perception studies and raises new questions regarding the validity of category-based emotion recognition measures.
测量共享虚拟环境中共处一地对情绪感知的影响:生态学视角
从他人的非言语行为中推断情绪是社交互动中一项普遍而基本的任务。通常,现实生活中的相遇意味着互动者的共同位置,即他们在共享的时空连续体中的体现,在该连续体中,互动伙伴的表达身体运动(EBM)的轨迹创造了相互的社会可供性。共享虚拟环境(SVE)和虚拟角色(VC)越来越多地被用于研究社会感知,从而使实验刺激控制与生态有效性相协调。然而,目前尚不清楚能够共同存在的显示模式是否会影响观察者对VC表达行为的反应。根据社会感知的生态学方法,我们推断,与屏幕显示相比,与VC共享空间应该会扩大可供性,从而改变观察者对EBM的判断确定性、命中率、感知表达质量(唤醒和效价)以及由此产生的方法和回避倾向的感知。在一项主题间设计中,我们比较了54个10秒动画中VC在三种情绪状态(愤怒、快乐、悲伤)下进行三项日常活动(绘画、拖地、打磨)的感知——要么以3D形式显示为在共享空间中移动的同地VC,要么以2D形式在SVE中的屏幕上回放。结果证实了对感兴趣变量的有效实验控制,表明感知共同存在受到显示模式的显著影响,而感知真实感和沉浸感没有差异。空间存在和社会存在表现出边际效应。结果表明,显示方式对情绪感知的影响很小。发现“快乐”这一表达效果较弱,在3D条件下,其无偏命中率更高。重要的是,所有三种情绪类别的命中率都很低。然而,观察者的判断在类别分配和所有评级维度上显著相关,表明了普遍的解码原则。尽管类别分配是错误的,但效价和唤醒的评级与情绪理论得出的预期一致。该研究证明了动画VC在情绪感知研究中的价值,并对基于类别的情绪识别措施的有效性提出了新的问题。
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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来源期刊
CiteScore
5.80
自引率
0.00%
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审稿时长
13 weeks
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