From Perception to Interaction with Virtual Characters
E. Zell, Katja Zibrek, Xueni Pan, M. Gillies, R. Mcdonnell
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We will close with the relationship between verbal and non-verbal interaction and introduce some concepts which are important for creating convincing character behavior in virtual reality. The insights that we present in this course will serve as an additional toolset to anticipate the effect of certain design decisions and to create more convincing characters, especially in the case where budgets or time are limited. 1. Course Description Virtual humans are finding a growing number of applications, such as in social media apps, Spaces by Facebook, Bitmoji and Genies, as well as computer games and human-computer interfaces. Their use today has also extended from the typical on-screen display applications to immersive and collaborative environments (VR/AR/MR). At the same time, we are also witnessing significant improvements in real-time performance, increased visual fidelity of characters and novel devices. The question of how these developments will be received from the user’s point of view, or which aspects of virtual characters influence the user more, has therefore never been so important. This course will provide an overview of existing perceptual studies related to the topic of virtual characters. To make the course easier to follow, we start with a brief overview of human perception and how perceptual studies are conducted in terms of methods and experiment design. With knowledge of the methods, we continue with artistic and technical aspects which influence the design of character appearance (lighting and shading, facial feature placement, stylization, etc.). Important questions on character design will be addressed such as – if I want my character to be highly appealing, should I render with realistic or stylized shading? What facial features make my character appear more trustworthy? Do dark shadows enhance the emotion my character is portraying? We then dive deeper into the movement of the characters, exploring which information is present in the motion cues and how motion can, in combination with character appearance, guide our perception and even be a foundation of biased perception (stereotypes). Some examples of questions that we will address are – if I want my character to appear extroverted, what movement or appearance is needed to achieve this? Can character appearance influence my moral decisions in a video game? We then start to make our way into the domain of virtual reality and how it can be used to study perception of virtual characters and explore how appearance of virtual characters could affect our empathy level towards them. We also discuss possible behavioral measures for studying perception in virtual reality (VR). In the last Section, we focus on the question – How should we design interactions with virtual characters that improve task performance and are more immersive? Plausibility illusion is an important element in VR – it makes the VR experience more immersive, engaging, and ensures that skills learnt in VR can be directly applied to real life experiences. Starting with a brief review on publications evaluating plausibility illusion we will focus on the context of virtual characters, social presence or co-presence. The theory of plausibility illusion implies that the experience of interaction with a virtual character should be as close as possible to face-to-face interaction with a real person. Human face-to-face interaction is highly multimodal: the verbal content of conversation is enhanced by other, non-verbal signals that carry a lot of information, for example, tone of voice, facial expressions, gestures, gaze and spatial behaviour. Interaction with a character involves a tight loop of sensing a person and responses from the character. This course will cover sensing technologies, types of response and methods to map between the two. We will also address the relationship between verbal and non-verbal interaction including different roles that people adopt in conversation: speaking, listening, and other forms of nonc © 2020 The Author(s) Eurographics Proceedings c © 2020 The Eurographics Association. https://diglib.eg.org https://www.eg.org DOI: 10.2312/egt.20201001 E. Zell, K. Zibrek, X. Pan, M. Gillies & R. McDonnell / From Perception to Interaction with Virtual Characters verbal interaction. All of these issues will be informed by both the psychology of social interaction and current VR technology. We will use two examples to illustrate the design process of virtual character interaction in VR: one on training for doctor-patient communication, another one on our recent project with a game company on creating AI-characters for the ‘Peaky Blinders’ VR game. The course provides the overview of the relevant studies in a way that makes it easy to identify answers to practical questions in production and character development. At the same time, we avoid giving definite answers to questions of character and interaction design and encourage further investigation by listing questions left unanswered to allow for critical evaluation of the presented research. Finally, participating in a perceptual experiment is a multi-modal experience, which cannot be reproduced only by descriptive reports of the experiment design. For this reason, we will select a few representative experiments and run a highly compact version of them during the course for illustration purposes. The stimuli will be shown on the projector wall and the participants will be able to rate the stimuli within a small time-frame using their smartphones. Experiments will primarily be selected to introduce a new topic. We are fully aware that the obtained results are not representative by any means, but we believe that such live surveys will improve the understanding of the study design, increase engagement of participants, and be a welcoming break during a 180 minute talk. Previous Version of this Tutorial At SIGGRAPH 2019, we gave a shorter version (90min) of this tutorial, which was well attended (approximately 100 participants). Participants, who were less familiar with character perception research, were especially positive about the applicability of the knowledge. Given the positive feedback, we extended the tutorial on the topic of interaction. Other Related Tutorials and Courses Courses of the last 10–15 years at SIGGRAPH, SIGGRAPH Asia or Eurographics covered topics such as experiment design [CW13], visual perception of simple 3D shapes [FS09], as well as perception in graphics with applications to display technologies and virtual environments [GCL∗06a, TOY∗07, MR08]. Other courses covered a mixture of low-level stimuli perception and application in graphics, where character perception was partly addressed as well [OHM∗04, MMG11]. Finally, there are courses that focused on perception of specific aspects of virtual characters; these include: (i) the expressiveness of body motion [VGS∗06, HOP09], (ii) crowds [BKA∗14,HLLO10,DMTPT09,TOY∗07] (iii) a multidisciplinary study of emotions covering aspects of philosophy, psychology and physiology [Ges12] and (iv) the creation of believable characters for dialogues [JKF∗11]. Our course is the first to cover perception of virtual humans in a single resource, and addresses much more recent work than previous courses. We feel that it will be accessible for non-experts and a starting point for further investigation on related topics. Audience This course is suited for students, who want to get an overview of recent developments of perceptual research on virtual characters and identify open topics. 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引用次数: 2
Abstract
This course will introduce students, researchers and digital artists to the recent results in perceptual research on virtual characters. It covers how technical and artistic aspects that constitute the appearance of a virtual character influence human perception, and how to create a plausibility illusion in interactive scenarios with virtual characters. We will report results of studies that addressed the influence of low-level cues like facial proportions, shading or level of detail and higher-level cues such as behavior or artistic stylization. We will place emphasis on aspects that are encountered during character development, animation, interaction design and achieving consistency between the visuals and storytelling. We will close with the relationship between verbal and non-verbal interaction and introduce some concepts which are important for creating convincing character behavior in virtual reality. The insights that we present in this course will serve as an additional toolset to anticipate the effect of certain design decisions and to create more convincing characters, especially in the case where budgets or time are limited. 1. Course Description Virtual humans are finding a growing number of applications, such as in social media apps, Spaces by Facebook, Bitmoji and Genies, as well as computer games and human-computer interfaces. Their use today has also extended from the typical on-screen display applications to immersive and collaborative environments (VR/AR/MR). At the same time, we are also witnessing significant improvements in real-time performance, increased visual fidelity of characters and novel devices. The question of how these developments will be received from the user’s point of view, or which aspects of virtual characters influence the user more, has therefore never been so important. This course will provide an overview of existing perceptual studies related to the topic of virtual characters. To make the course easier to follow, we start with a brief overview of human perception and how perceptual studies are conducted in terms of methods and experiment design. With knowledge of the methods, we continue with artistic and technical aspects which influence the design of character appearance (lighting and shading, facial feature placement, stylization, etc.). Important questions on character design will be addressed such as – if I want my character to be highly appealing, should I render with realistic or stylized shading? What facial features make my character appear more trustworthy? Do dark shadows enhance the emotion my character is portraying? We then dive deeper into the movement of the characters, exploring which information is present in the motion cues and how motion can, in combination with character appearance, guide our perception and even be a foundation of biased perception (stereotypes). Some examples of questions that we will address are – if I want my character to appear extroverted, what movement or appearance is needed to achieve this? Can character appearance influence my moral decisions in a video game? We then start to make our way into the domain of virtual reality and how it can be used to study perception of virtual characters and explore how appearance of virtual characters could affect our empathy level towards them. We also discuss possible behavioral measures for studying perception in virtual reality (VR). In the last Section, we focus on the question – How should we design interactions with virtual characters that improve task performance and are more immersive? Plausibility illusion is an important element in VR – it makes the VR experience more immersive, engaging, and ensures that skills learnt in VR can be directly applied to real life experiences. Starting with a brief review on publications evaluating plausibility illusion we will focus on the context of virtual characters, social presence or co-presence. The theory of plausibility illusion implies that the experience of interaction with a virtual character should be as close as possible to face-to-face interaction with a real person. Human face-to-face interaction is highly multimodal: the verbal content of conversation is enhanced by other, non-verbal signals that carry a lot of information, for example, tone of voice, facial expressions, gestures, gaze and spatial behaviour. Interaction with a character involves a tight loop of sensing a person and responses from the character. This course will cover sensing technologies, types of response and methods to map between the two. We will also address the relationship between verbal and non-verbal interaction including different roles that people adopt in conversation: speaking, listening, and other forms of nonc © 2020 The Author(s) Eurographics Proceedings c © 2020 The Eurographics Association. https://diglib.eg.org https://www.eg.org DOI: 10.2312/egt.20201001 E. Zell, K. Zibrek, X. Pan, M. Gillies & R. McDonnell / From Perception to Interaction with Virtual Characters verbal interaction. All of these issues will be informed by both the psychology of social interaction and current VR technology. We will use two examples to illustrate the design process of virtual character interaction in VR: one on training for doctor-patient communication, another one on our recent project with a game company on creating AI-characters for the ‘Peaky Blinders’ VR game. The course provides the overview of the relevant studies in a way that makes it easy to identify answers to practical questions in production and character development. At the same time, we avoid giving definite answers to questions of character and interaction design and encourage further investigation by listing questions left unanswered to allow for critical evaluation of the presented research. Finally, participating in a perceptual experiment is a multi-modal experience, which cannot be reproduced only by descriptive reports of the experiment design. For this reason, we will select a few representative experiments and run a highly compact version of them during the course for illustration purposes. The stimuli will be shown on the projector wall and the participants will be able to rate the stimuli within a small time-frame using their smartphones. Experiments will primarily be selected to introduce a new topic. We are fully aware that the obtained results are not representative by any means, but we believe that such live surveys will improve the understanding of the study design, increase engagement of participants, and be a welcoming break during a 180 minute talk. Previous Version of this Tutorial At SIGGRAPH 2019, we gave a shorter version (90min) of this tutorial, which was well attended (approximately 100 participants). Participants, who were less familiar with character perception research, were especially positive about the applicability of the knowledge. Given the positive feedback, we extended the tutorial on the topic of interaction. Other Related Tutorials and Courses Courses of the last 10–15 years at SIGGRAPH, SIGGRAPH Asia or Eurographics covered topics such as experiment design [CW13], visual perception of simple 3D shapes [FS09], as well as perception in graphics with applications to display technologies and virtual environments [GCL∗06a, TOY∗07, MR08]. Other courses covered a mixture of low-level stimuli perception and application in graphics, where character perception was partly addressed as well [OHM∗04, MMG11]. Finally, there are courses that focused on perception of specific aspects of virtual characters; these include: (i) the expressiveness of body motion [VGS∗06, HOP09], (ii) crowds [BKA∗14,HLLO10,DMTPT09,TOY∗07] (iii) a multidisciplinary study of emotions covering aspects of philosophy, psychology and physiology [Ges12] and (iv) the creation of believable characters for dialogues [JKF∗11]. Our course is the first to cover perception of virtual humans in a single resource, and addresses much more recent work than previous courses. We feel that it will be accessible for non-experts and a starting point for further investigation on related topics. Audience This course is suited for students, who want to get an overview of recent developments of perceptual research on virtual characters and identify open topics. Furthermore, this course is particularly designed for researchers and artists who work on virtual characters but are less familiar with the perceptual research.
从感知到与虚拟角色的互动
本课程将向学生、研究人员和数字艺术家介绍虚拟人物感知研究的最新成果。它涵盖了构成虚拟角色外观的技术和艺术方面如何影响人类感知,以及如何在与虚拟角色的交互场景中创建合理性错觉。我们将报告研究结果,解决低水平线索的影响,如面部比例,阴影或细节水平和高层次线索,如行为或艺术风格化。我们将强调在角色发展,动画,交互设计和实现视觉和故事叙述之间的一致性中遇到的方面。我们将密切关注语言和非语言互动之间的关系,并介绍一些在虚拟现实中创造令人信服的角色行为的重要概念。我们在本课程中提出的见解将作为一个额外的工具集,以预测某些设计决策的效果,并创造更有说服力的人物,特别是在预算或时间有限的情况下。1. 虚拟人的应用越来越多,比如社交媒体应用、Facebook的Spaces、Bitmoji和Genies,以及电脑游戏和人机界面。如今,它们的使用也从典型的屏幕显示应用扩展到沉浸式和协作环境(VR/AR/MR)。与此同时,我们也见证了实时性能的显著提高,角色的视觉保真度的提高和新设备的出现。因此,如何从用户的角度看待这些发展,或者虚拟角色的哪些方面对用户的影响更大,这些问题从未如此重要。本课程将提供与虚拟人物主题相关的现有感知研究的概述。为了使课程更容易理解,我们首先简要概述人类感知以及如何在方法和实验设计方面进行感知研究。有了这些方法的知识,我们继续从艺术和技术方面影响人物外观的设计(照明和阴影,面部特征的位置,风格化等)。关于角色设计的重要问题将被解决,例如-如果我想让我的角色非常吸引人,我应该渲染现实或风格化的阴影?什么样的面部特征让我的性格看起来更值得信赖?阴影是否能增强我的角色所表现的情感?然后,我们深入研究角色的运动,探索哪些信息存在于运动线索中,以及运动如何与角色外观相结合,指导我们的感知,甚至成为偏见感知(刻板印象)的基础。我们要解决的一些问题的例子是——如果我想让我的角色看起来外向,需要什么样的动作或外表来实现这一点?电子游戏中角色的外表会影响我的道德决定吗?然后我们开始进入虚拟现实领域,以及如何使用它来研究虚拟角色的感知,并探索虚拟角色的外观如何影响我们对他们的同理心水平。我们还讨论了在虚拟现实(VR)中研究感知的可能的行为措施。在最后一节中,我们关注的问题是-我们应该如何设计与虚拟角色的交互,以提高任务表现和更具沉浸感?可信性错觉是VR中的一个重要元素,它使VR体验更加身临其境,引人入胜,并确保在VR中学习的技能可以直接应用于现实生活体验。从对评估可信性错觉的出版物的简要回顾开始,我们将重点关注虚拟角色,社会存在或共同存在的背景。合理性错觉理论认为,与虚拟角色互动的体验应该尽可能接近于与真人面对面的互动。人类面对面的互动是高度多模态的:对话的语言内容被其他非语言信号增强,这些信号携带了大量信息,例如声调、面部表情、手势、凝视和空间行为。与角色的互动涉及到感知人和角色反应的紧密循环。本课程将涵盖感应技术、反应类型和两者之间的映射方法。我们还将讨论语言和非语言互动之间的关系,包括人们在对话中所扮演的不同角色:说、听和其他形式的nonc©2020 the Author(s) Eurographics Proceedings c©2020 the Eurographics Association。https://diglib.eg.org https://www.eg.org DOI: 10.2312/egt.20201001E. Zell, K. Zibrek, X. Pan, M. Gillies & R。 McDonnell /从感知到互动与虚拟角色的口头互动。所有这些问题都将受到社会互动心理学和当前VR技术的影响。我们将使用两个例子来说明VR中虚拟角色互动的设计过程:一个是关于医患交流的培训,另一个是关于我们最近与一家游戏公司合作为《剃刀党》VR游戏创造ai角色的项目。该课程提供了相关研究的概述,使其易于确定在生产和角色发展的实际问题的答案。同时,我们避免对角色和交互设计的问题给出明确的答案,并通过列出未回答的问题来鼓励进一步的调查,以便对所呈现的研究进行批判性评估。最后,参与感知实验是一种多模态体验,不能仅通过实验设计的描述性报告来再现。出于这个原因,我们将选择一些有代表性的实验,并在课程中运行一个高度紧凑的版本,用于说明目的。刺激将显示在投影仪墙上,参与者将能够使用他们的智能手机在短时间内对刺激进行评级。实验将主要选择来介绍一个新的主题。我们充分意识到获得的结果无论如何都不具有代表性,但我们相信这样的现场调查将提高对研究设计的理解,增加参与者的参与度,并在180分钟的演讲中成为一个受欢迎的休息时间。在SIGGRAPH 2019上,我们给出了本教程的较短版本(90分钟),参加人数众多(约100人)。那些不太熟悉性格感知研究的参与者,对这些知识的适用性尤其积极。鉴于积极的反馈,我们扩展了关于交互主题的教程。其他相关教程和课程过去10-15年在SIGGRAPH, SIGGRAPH Asia或Eurographics举办的课程涵盖的主题包括实验设计[CW13],简单3D形状的视觉感知[FS09],以及显示技术和虚拟环境应用中的图形感知[GCL∗06a, TOY∗07,MR08]。其他课程涵盖了低水平刺激感知和图形应用的混合,其中角色感知也部分解决[OHM∗04,MMG11]。最后,还有一些课程侧重于对虚拟角色特定方面的感知;这些研究包括:(i)身体运动的表现力[VGS∗06,HOP09], (ii)人群[BKA∗14,HLLO10,DMTPT09,TOY∗07],(iii)涵盖哲学、心理学和生理学各个方面的情感多学科研究[Ges12],以及(iv)为对话创造可信的角色[JKF∗11]。我们的课程是第一个覆盖感知虚拟人在一个单一的资源,并解决比以前的课程更近期的工作。我们认为非专家也可以使用它,这是进一步研究相关主题的起点。本课程适合想要了解虚拟人物感知研究的最新发展概况和确定开放主题的学生。此外,本课程是专门为研究虚拟人物但不太熟悉感性研究的研究人员和艺术家设计的。
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