与人类或虚拟代理互动时,社交意图对运动运动学的不同影响

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
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引用次数: 0

摘要

摘要 众所周知,物体导向运动动作的执行会受到与他人互动意图的影响。在这项研究中,我们测试了社交意向对物体定向动作运动学的影响是否取决于任务是在人类或虚拟同伴在场的情况下执行的。在两个实验中,参与者必须抓住一个玻璃杯并将其放到一个新的位置,其意图可以是个人意图(自己用瓶子装满玻璃杯)或社会意图(让人类同伴或虚拟代理用瓶子装满玻璃杯)。实验 1 显示,由物体引导的动作的运动学受社会意向的调节,但只有在与人类共事者互动时才会受社会意向的调节。实验 2 表明,社交意图对物体引导动作表现的影响可以通过基于反馈的学习得到改善。具体来说,实验证明,参与者在向虚拟同伴表达社交意图时,也能逐步调整自己的动作表现。这些发现强调了社会意向对非语言动作行为的调节作用的重要性,并丰富了人们对与虚拟代理互动的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Different effects of social intention on movement kinematics when interacting with a human or virtual agent

Abstract

The execution of object-directed motor actions is known to be influenced by the intention to interact with others. In this study, we tested whether the effects of social intention on the kinematics of object-directed actions depended on whether the task was performed in the presence of a human or a virtual confederate. In two experiments, participants had to grasp a glass and place it to a new position, with either a personal intention (to fill the glass themselves using a bottle) or a social one (to have the glass filled by the human confederate or the virtual agent using the bottle). Experiment 1 showed that the kinematics of the object-directed actions was modulated by the social intention but only when interacting with a human confederate. Experiment 2 showed that the effects of social intention on object-directed actions performance can be improved using feedback-based learning. Specifically, participants proved able to progressively adapt their motor performances as if they were expressing social intention to a virtual confederate as well. These findings emphasize the importance of the modulatory role of social intention on non-verbal motor behaviour, and enrich the understanding of the interaction with virtual agents.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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