Abstract
Virtual characters play a central role in populating
virtual worlds, whether they act as conduits for human expressions
as avatars or are automatically controlled by a machine
as agents. In modern game-related scenarios, it is economical to
assemble virtual characters from varying sources of appearances
and motions. However, doing so may have unintended consequences
with respect to how people perceive their expressions.
This paper presents an initial study investigating the impact of
facial expressions and full body motions from varying sources
on the perception of intense positive and negative emotional
expressions in small groups of virtual characters. 21 participants
views a small group of three virtual characters engaged in intense
animated behaviours as their face and body motions were varied
between positive, neutral and negative valence expressions. While
emotion perception was based on both the bodies and the faces
of the characters, we found a strong impact of the valence of
facial expressions on the perception of emotions in the group. We
discuss these findings in relation to the combination of manually
created and automatically defined motion sources, highlighting
implications for the animation of virtual characters.
Original language | English |
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Pages | 157-160 |
DOIs | |
Publication status | E-pub ahead of print - 5 Oct 2017 |
Event | 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) - Athens, Greece Duration: 6 Sept 2017 → 8 Sept 2017 |
Conference
Conference | 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) |
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Country/Territory | Greece |
City | Athens |
Period | 6/09/17 → 8/09/17 |