scholarly journals Individual’s Social Perception of Virtual Avatars Embodied with Their Habitual Facial Expressions and Facial Appearance

Sensors ◽  
2021 ◽  
Vol 21 (17) ◽  
pp. 5986
Author(s):  
Sung Park ◽  
Si Pyoung Kim ◽  
Mincheol Whang

With the prevalence of virtual avatars and the recent emergence of metaverse technology, there has been an increase in users who express their identity through an avatar. The research community focused on improving the realistic expressions and non-verbal communication channels of virtual characters to create a more customized experience. However, there is a lack in the understanding of how avatars can embody a user’s signature expressions (i.e., user’s habitual facial expressions and facial appearance) that would provide an individualized experience. Our study focused on identifying elements that may affect the user’s social perception (similarity, familiarity, attraction, liking, and involvement) of customized virtual avatars engineered considering the user’s facial characteristics. We evaluated the participant’s subjective appraisal of avatars that embodied the participant’s habitual facial expressions or facial appearance. Results indicated that participants felt that the avatar that embodied their habitual expressions was more similar to them than the avatar that did not. Furthermore, participants felt that the avatar that embodied their appearance was more familiar than the avatar that did not. Designers should be mindful about how people perceive individuated virtual avatars in order to accurately represent the user’s identity and help users relate to their avatar.

Author(s):  
Alexandra Livia Georgescu ◽  
Bojana Kuzmanovic ◽  
Daniel Roth ◽  
Gary Bente ◽  
Kai Vogeley

Author(s):  
Rafael Calvo ◽  
Sidney D'Mello ◽  
Jonathan Gratch ◽  
Arvid Kappas ◽  
Magalie Ochs ◽  
...  

Author(s):  
LUIZA MARABYAN

LUIZA MARABYAN - GENDER FEATURES OF NON-VERBAL COMMUNICATION IN TELEVISED POLITICAL DEBATES The paper examines gender characteristics in nonverbal communication during televised political debates. Nonverbal communication plays an important role in the process of human interaction. Means of nonverbal communication as a kind of language of feelings are the same product of social development as the language of words. Among such means are facial expressions, views, postures, gestures, touches, behavior in the surrounding space. All these types of nonverbal messages interact, sometimes complementing each other, sometimes contradicting each other.


2020 ◽  
Vol 10 (16) ◽  
pp. 5636
Author(s):  
Wafaa Alsaggaf ◽  
Georgios Tsaramirsis ◽  
Norah Al-Malki ◽  
Fazal Qudus Khan ◽  
Miadah Almasry ◽  
...  

Computer-controlled virtual characters are essential parts of most virtual environments and especially computer games. Interaction between these virtual agents and human players has a direct impact on the believability of and immersion in the application. The facial animations of these characters are a key part of these interactions. The player expects the elements of the virtual world to act in a similar manner to the real world. For example, in a board game, if the human player wins, he/she would expect the computer-controlled character to be sad. However, the reactions, more specifically, the facial expressions of virtual characters in most games are not linked with the game events. Instead, they have pre-programmed or random behaviors without any understanding of what is really happening in the game. In this paper, we propose a virtual character facial expression probabilistic decision model that will determine when various facial animations should be played. The model was developed by studying the facial expressions of human players while playing a computer videogame that was also developed as part of this research. The model is represented in the form of trees with 15 extracted game events as roots and 10 associated animations of facial expressions with their corresponding probability of occurrence. Results indicated that only 1 out of 15 game events had a probability of producing an unexpected facial expression. It was found that the “win, lose, tie” game events have more dominant associations with the facial expressions than the rest of game events, followed by “surprise” game events that occurred rarely, and finally, the “damage dealing” events.


2011 ◽  
Vol 2 (2) ◽  
pp. 28-47 ◽  
Author(s):  
Diana Arellano ◽  
Javier Varona ◽  
Francisco J. Perales

One of the milestones in creation of virtual characters is the achievement of believability, which can be done through the representation of emotions using behaviours, voice, or facial expressions. To know which emotions to elicit in a variety of situations it is necessary to have a framework for reasoning, which is why context representation is important when creating synthetic emotions. It provides a description of what is occurring around the character, eliciting different emotions in the same situation or the same emotions in different situations. The novelty of this work is the representation of context, not only as events in the world, but also as the internal characteristics of the character, which when related with the events, give believable emotional responses.


2011 ◽  
Vol 38 (4) ◽  
pp. 888-903 ◽  
Author(s):  
KRISTIN LIEBAL ◽  
MALINDA CARPENTER ◽  
MICHAEL TOMASELLO

ABSTRACTSpeakers often anticipate how recipients will interpret their utterances. If they wish some other, less obvious interpretation, they may ‘mark’ their utterance (e.g. with special intonations or facial expressions). We investigated whether two- and three-year-olds recognize when adults mark a non-verbal communicative act – in this case a pointing gesture – as special, and so search for a not-so-obvious referent. We set up the context of cleaning up and then pointed to an object. Three-year-olds inferred that the adult intended the pointing gesture to indicate that object, and so cleaned it up. However, when the adult marked her pointing gesture (with exaggerated facial expression) they took the object's hidden contents or a hidden aspect of it as the intended referent. Two-year-olds' appreciation of such marking was less clear-cut. These results demonstrate that markedness is not just a linguistic phenomenon, but rather something concerning the pragmatics of intentional communication more generally.


2009 ◽  
Vol 364 (1535) ◽  
pp. 3497-3504 ◽  
Author(s):  
Ursula Hess ◽  
Reginald B. Adams ◽  
Robert E. Kleck

Faces are not simply blank canvases upon which facial expressions write their emotional messages. In fact, facial appearance and facial movement are both important social signalling systems in their own right. We here provide multiple lines of evidence for the notion that the social signals derived from facial appearance on the one hand and facial movement on the other interact in a complex manner, sometimes reinforcing and sometimes contradicting one another. Faces provide information on who a person is. Sex, age, ethnicity, personality and other characteristics that can define a person and the social group the person belongs to can all be derived from the face alone. The present article argues that faces interact with the perception of emotion expressions because this information informs a decoder's expectations regarding an expresser's probable emotional reactions. Facial appearance also interacts more directly with the interpretation of facial movement because some of the features that are used to derive personality or sex information are also features that closely resemble certain emotional expressions, thereby enhancing or diluting the perceived strength of particular expressions.


2022 ◽  
Vol 12 ◽  
Author(s):  
Shlomo Hareli ◽  
Or David ◽  
Fuad Basis ◽  
Ursula Hess

During the coronavirus disease 2019 (COVID-19) pandemic, the public has often expressed great appreciation toward medical personnel who were often shown in the media expressing strong emotions about the situation. To examine whether the perception of people on a physician is in fact influenced by whether the physician treats patients with COVID-19 and the emotions they expressed in response to the situation, 454 participants were recruited in May 2020. Participants saw facial expressions of anger, sadness, happiness, and neutrality which supposedly were shown by physicians who were presented as working either in COVID-19 wards or in an internal medicine ward. Participants rated how competent, empathetic, caring, and likable each physician was, to what degree they would wish to be treated by each physician, and what salary each physician deserved. Physicians treating patients with COVID-19 were seen more positively and as deserving higher pay; they appeared more competent, caring, likable, and were more likely to be chosen as a caregiver compared to physicians not treating patients with COVID-19. The expressed emotions of physicians had a strong impact on how they were perceived, yet this effect was largely unrelated to whether they treated patients with COVID-19 or not such that happy physicians seemed more empathetic, caring, and likable than the physicians who showed negative emotions. Positive regard toward physicians treating patients with COVID-19 was associated with the fact that they were seen as saving lives and not due to the risk imposed by their work.


Electronics ◽  
2021 ◽  
Vol 10 (16) ◽  
pp. 1926
Author(s):  
Safaa El Morabit ◽  
Atika Rivenq ◽  
Mohammed-En-nadhir Zighem ◽  
Abdenour Hadid ◽  
Abdeldjalil Ouahabi ◽  
...  

Automatic pain recognition from facial expressions is a challenging problem that has attracted a significant attention from the research community. This article provides a comprehensive analysis on the topic by comparing some popular and Off-the-Shell CNN (Convolutional Neural Network) architectures, including MobileNet, GoogleNet, ResNeXt-50, ResNet18, and DenseNet-161. We use these networks in two distinct modes: stand alone mode or feature extractor mode. In stand alone mode, the models (i.e., the networks) are used for directly estimating the pain. In feature extractor mode, the “values” of the middle layers are extracted and used as inputs to classifiers, such as SVR (Support Vector Regression) and RFR (Random Forest Regression). We perform extensive experiments on the benchmarking and publicly available database called UNBC-McMaster Shoulder Pain. The obtained results are interesting as they give valuable insights into the usefulness of the hidden CNN layers for automatic pain estimation.


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