Emotional modeling for a vision-based virtual character

Author(s):  
Wang Guojiang ◽  
Liu Jie
Keyword(s):  
Author(s):  
Jorge Peña ◽  
Jannath Ghaznavi ◽  
Nicholas Brody ◽  
Rui Prada ◽  
Carlos Martinho ◽  
...  

Abstract. This study explored how group identification, avatar similarity identification, and social presence mediated the effect of character type (avatars or agents) and social identity cues (presence or absence of avatars wearing participants’ school colors) on game enjoyment. Playing with teammate avatars increased enjoyment indirectly by enhancing group identification. In addition, the presence of social identity cues increased enjoyment indirectly by augmenting identification with one’s avatar. Unexpectedly, playing in multiplayer mode in the presence of social identity cues decreased enjoyment, whereas playing in multiplayer mode in the absence of social identity cues increased enjoyment. Social presence was not a reliable mediator. The findings supported media enjoyment and social identity theories, and highlighted how virtual character type and identification processes influence enjoyment.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Thomas Treal ◽  
Philip L. Jackson ◽  
Jean Jeuvrey ◽  
Nicolas Vignais ◽  
Aurore Meugnot

AbstractVirtual reality platforms producing interactive and highly realistic characters are being used more and more as a research tool in social and affective neuroscience to better capture both the dynamics of emotion communication and the unintentional and automatic nature of emotional processes. While idle motion (i.e., non-communicative movements) is commonly used to create behavioural realism, its use to enhance the perception of emotion expressed by a virtual character is critically lacking. This study examined the influence of naturalistic (i.e., based on human motion capture) idle motion on two aspects (the perception of other’s pain and affective reaction) of an empathic response towards pain expressed by a virtual character. In two experiments, 32 and 34 healthy young adults were presented video clips of a virtual character displaying a facial expression of pain while its body was either static (still condition) or animated with natural postural oscillations (idle condition). The participants in Experiment 1 rated the facial pain expression of the virtual human as more intense, and those in Experiment 2 reported being more touched by its pain expression in the idle condition compared to the still condition, indicating a greater empathic response towards the virtual human’s pain in the presence of natural postural oscillations. These findings are discussed in relation to the models of empathy and biological motion processing. Future investigations will help determine to what extent such naturalistic idle motion could be a key ingredient in enhancing the anthropomorphism of a virtual human and making its emotion appear more genuine.


2017 ◽  
Vol 28 (3-4) ◽  
pp. e1757 ◽  
Author(s):  
Zerrin Yumak ◽  
Bram van den Brink ◽  
Arjan Egges

Author(s):  
Bob Travica

Modeling of virtual organization (VO) can be a useful method of making sense of a plethora of organizations that are proclaimed to be “virtual,” “virtualized,” or to exhibit “virtualness.” Since the advent of these notions (Byrne, 1993; Davidow & Malone, 1992; Mowshowitz, 1994), an enormous proliferation of VOs has followed in theory and practice across academic disciplines and industries. Being “virtual” had almost become a fashion embraced by corporations and other businesses, groups of organizations engaged in cooperation/collaboration or trading, libraries, schools, government organizations, non-government organizations, churches, museums, and so on. The implication of these developments is that it has become difficult to reach an agreement on what VO is beyond the customary agreement at a lexical level. Lexically, the virtual character refers to a potentiality and effect that divert from the actual appearance of a virtual thing (Webster, 1988). Thus, a VO is an effect of interaction of what in fact are different organizations or constituents of organizations (groups and individuals). Introduced by inventors of VO, this axiom has remained undisputed to date.


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