“在场”和“共情”——设计和实现虚拟角色的情感互动故事

Manyu Zhang
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引用次数: 1

摘要

参与虚拟现实(VR)的主要动机之一是沉浸在虚拟环境中的机会和吸引力。通过VR讲故事是一个有望得到显著扩展的途径,因为它提供了新颖而吸引人的体验。为了开发一个基于VR编码的设计交互故事叙述程序,分析了VR应用和编码故事叙述的实例。基于这一分析,我们开发了一种以虚拟环境为特色的交互式故事设计,以促进这种体验。在本文中,我们介绍了扩展的互动叙事结构,无论是一般的和虚拟现实。当前的互动故事叙述系统是通过情感建模和追踪进行扩展的。所提出的组件是用有关用户预期反应的信息来补充故事片段,为与故事相关的个人情感类别建模的情感路径,以及跟踪情绪的内部系统,以预测用户当前的情绪状况。我们还展示了43名学生(18-28岁)的实施结果,他们展示了使用交互式故事讲述的情感表达。结果表明,虚拟互动叙事、系统的可用性以及情节发展对推理和故事理解的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“Presence” and “Empathy” — Design and Implementation Emotional Interactive Storytelling for Virtual Character
One of the key motivators for participating in Virtual Reality (VR) is the opportunity to and appeal of becoming immersed in a virtual environment. One avenue that is anticipated to have significant expansion is storytelling through VR, as it offers novel and absorbing experiences. To develop a design interactive storytelling program using VR-based coding, examples of VR application and coding storytelling were analyzed. Base on this analysis, we developed one design interactive storytelling featuring a virtual environment that supports the facilitation of such experiences. In this paper, we introduce expands the interactive storytelling structure, both in general and for VR. The current interactive storytelling systems are extended via emotional modeling and tracking. The components being proposed are to supplement the story segments with information about the response anticipated from users, a modeled emotional path for the individual emotional categories linked to the story, and an internal system to track emotions, in a bid to predict the users’ present emotional condition. We also show the results of the implementation with the 43 students (age 18-28) that demonstrate the emotional expression for the use of interactive storytelling. The results showed that virtual interactive storytelling, the usability of the system and the impact of plot development on inference and story understanding.
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