虚拟对话中头动越真实,交流越自然,体验也越好。
Effect of Avatar Head Movement on Communication Behaviour, Experience of Presence and Conversation Success in Triadic Conversations
- 用不同动画级别头动的虚拟角色进行三人对话实验
- 头动真实度越高,说话时头部转动范围越大,对话成功率更高
- 适合虚拟现实听力设备测试与人机交互研究者参考
在虚拟现实中开展互动交流可提升助听设备评估的生态效度,但需确保虚拟环境能引发自然的交流行为。本研究评估了虚拟角色头动对参与者交流行为与沉浸感的影响。三人群体对话通过低延迟传输系统实现,参与者与两名同谋者进行交流,同谋者以静态头、基于语音启始的自动头动或实时传输头动的虚拟形象呈现,另设嵌入真实头视频的对照组。结果表明,头动动画级别显著影响参与者言语与头部运动行为(传感器记录),以及主观沉浸感和对话成功度。头部朝向变化范围和角色真实感得分最高,当虚拟角色采用实时头动传输时,参与者感觉对方更友善。因此,为引发自然交流行为,虚拟对话中的角色必须具备足够真实的头动表现。
原文摘要 · Abstract (English)
Interactive communication in virtual reality can be used in experimental paradigms to increase the ecological validity of hearing device evaluations. This requires the virtual environment to elicit natural communication behaviour in listeners. This study evaluates the effect of virtual animated characters' head movements on participants' communication behaviour and experience. Triadic conversations were conducted between a test participant and two confederates. To facilitate the manipulation of head movements, the conversation was conducted in telepresence using a system that transmitted audio, head movement data and video with low delay. The confederates were represented by virtual animated characters (avatars) with different levels of animation: Static heads, automated head movement animations based on speech level onsets, and animated head movements based on the transmitted head movements of the interlocutors. A condition was also included in which the videos of the interlocutors' heads were embedded in the visual scene. The results show significant effects of animation level on the participants' speech and head movement behaviour as recorded by physical sensors, as well as on the subjective sense of presence and the success of the conversation. The largest effects were found for the range of head orientation during speech and the perceived realism of avatars. Participants reported that they were spoken to in a more helpful way when the avatars showed head movements transmitted from the interlocutors than when the avatars' heads were static. We therefore conclude that the representation of interlocutors must include sufficiently realistic head movements in order to elicit natural communication behaviour.
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