Approachability and Credibility of Virtual Character Faces: The Role of the Horizontal Viewing Angle.

IF 2.9 3区 心理学 Q1 BEHAVIORAL SCIENCES
Human Factors Pub Date : 2024-05-01 Epub Date: 2023-02-25 DOI:10.1177/00187208231153492
Chaehan So, Kyuha Jung
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引用次数: 0

Abstract

Objective: The present work explores how the horizontal viewing angle of a virtual character's face influences perceptions of credibility and approachability.

Background: When encountering virtual characters, people rely both on credibility and approachability judgments to form a first impression of the depicted virtual character. Research shows that certain perceptions are preferred either on frontal or tilted faces, but not how approachability or credibility judgments relate to horizontal viewing angles in finer granularity between 0° and 45°.

Method: 52 participants performed a two-alternative forced choice (2AFC) task rating 240 pairwise comparisons of 20 virtual character faces shown in four horizontal viewing angles (0°, 15°, 30°, and 45°) on approachability and credibility. They also rated scales on individual differences based on the BIS-BAS framework (behavioral inhibition system, drive, and reward responsiveness), self-esteem, and personality traits (neuroticism, loneliness).

Results: Both approachability and credibility were negatively related to the horizontal viewing angle, but the negative relationship was less pronounced for approachability. Notably, 15° tilted faces were associated with higher approachability than frontal faces by people scoring high in reward responsiveness, drive, and self-esteem, and scoring low in neuroticism and loneliness.

Conclusion: Our findings highlight the conditions under which showing a virtual character's face is preferred in a horizontally 15° tilted over a frontal position.

Application: The differential impact of the horizontal viewing angle on approachability and credibility should be considered when displaying virtual character faces.

虚拟人物面孔的亲和力和可信度:水平视角的作用
目的:本作品探讨了虚拟人物面部的水平视角如何影响人们对其可信度和亲和力的看法:本研究探讨了虚拟人物面部的水平视角如何影响人们对可信度和亲和力的感知:背景:当遇到虚拟人物时,人们会依靠可信度和可接近性判断来形成对所描绘虚拟人物的第一印象。研究表明,正面或倾斜的面孔会让人产生某些偏好,但却没有研究可接近性或可信度判断与水平视角(0° 至 45°)之间的细粒度关系:52 名参与者进行了一项两选强迫选择(2AFC)任务,对 20 个虚拟人物面孔在四个水平视角(0°、15°、30° 和 45°)下的可接近性和可信度进行了 240 次成对比较评分。他们还根据 BIS-BAS 框架(行为抑制系统、驱动力和奖赏反应能力)、自尊和人格特质(神经质、孤独感)对个体差异量表进行了评分:平易近人度和可信度都与水平视角呈负相关,但平易近人度的负相关不那么明显。值得注意的是,在奖赏反应性、驱动力和自尊心方面得分较高,而在神经质和孤独感方面得分较低的人群中,15°倾斜的面孔比正面的面孔更容易接近:我们的研究结果强调了在什么条件下,水平倾斜 15° 的虚拟人物面部比正面更受欢迎:应用:在展示虚拟人物面部时,应考虑水平观看角度对亲和力和可信度的不同影响。
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
Human Factors
Human Factors 管理科学-行为科学
CiteScore
10.60
自引率
6.10%
发文量
99
审稿时长
6-12 weeks
期刊介绍: Human Factors: The Journal of the Human Factors and Ergonomics Society publishes peer-reviewed scientific studies in human factors/ergonomics that present theoretical and practical advances concerning the relationship between people and technologies, tools, environments, and systems. Papers published in Human Factors leverage fundamental knowledge of human capabilities and limitations – and the basic understanding of cognitive, physical, behavioral, physiological, social, developmental, affective, and motivational aspects of human performance – to yield design principles; enhance training, selection, and communication; and ultimately improve human-system interfaces and sociotechnical systems that lead to safer and more effective outcomes.
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