Do you read me? (E)motion Legibility of Virtual Reality Character Representations

被引:0
作者
Brandstatter, Klara [1 ]
Congdon, Ben J. [1 ]
Steed, Anthony [1 ]
机构
[1] UCL, London, England
来源
2024 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY, ISMAR 2024 | 2024年
基金
欧盟地平线“2020”;
关键词
Avatars; Character Representations; Virtual Reality; Emotion Recognition;
D O I
10.1109/ISMAR62088.2024.00044
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
We compared the body movements of five virtual reality (VR) avatar representations in a user study (N=53) to ascertain how well these representations could convey body motions associated with different emotions: one head-and-hands representation using only tracking data, one upper-body representation using inverse kinematics (IK), and three full-body representations using IK, motioncapture, and the state-of-the-art deep-learning model AGRoL. Participants' emotion detection accuracies were similar for the IK and AGRoL representations, highest for the full-body motion-capture representation and lowest for the head-and-hands representation. Our findings suggest that from the perspective of emotion expressivity, connected upper-body parts that provide visual continuity improve clarity, and that current techniques for algorithmically animating the lower-body are ineffective. In particular, the deeplearning technique studied did not produce more expressive results, suggesting the need for training data specifically made for social VR applications.
引用
收藏
页码:299 / 308
页数:10
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