arXiv:2508.05358cs.CLcs.HC2025-08被引 2

测试可调式手语虚拟人,发现个性化不等于易懂,关键在动画质量。

Evaluation of a Sign Language Avatar on Comprehensibility, User Experience \& Acceptability

  • 对比可调与不可调手语虚拟人,分析用户交互体验。
  • 可调版本未提升理解度与体验,仍低于预期水平。
  • 适合关注虚拟人可用性与手语真实性的研究者参考。

本文研究在 Microsoft Hololens 2 上为现有手语(SL)虚拟人添加调节功能的影响。通过对德国手语(DGS)专家用户在特定场景下使用可调与不可调虚拟人的交互分析,识别出影响理解度、用户体验(UX)和可接受性的关键因素。尽管用户偏好可调设置,但用户体验与理解度未显著提升,均处于较低水平,主要因缺失口型与面部表情,以及实现问题(手形模糊、无反馈、菜单位置不当)。享乐性评分高于实用性,表明用户更感观上喜欢系统而非觉得有用。可调版本引发更高压力,反映性能差、努力大、挫败感强。此外,用户对手语调整手势是否直观存疑。虽普遍认可可调性概念,但其接受度高度依赖可用性与动画质量。研究强调个性化不足以保证可读性,手语虚拟人必须默认可懂。建议增强口型与面部动画、优化交互界面,并采用参与式设计。

原文摘要 · Abstract (English)

This paper presents an investigation into the impact of adding adjustment features to an existing sign language (SL) avatar on a Microsoft Hololens 2 device. Through a detailed analysis of interactions of expert German Sign Language (DGS) users with both adjustable and non-adjustable avatars in a specific use case, this study identifies the key factors influencing the comprehensibility, the user experience (UX), and the acceptability of such a system. Despite user preference for adjustable settings, no significant improvements in UX or comprehensibility were observed, which remained at low levels, amid missing SL elements (mouthings and facial expressions) and implementation issues (indistinct hand shapes, lack of feedback and menu positioning). Hedonic quality was rated higher than pragmatic quality, indicating that users found the system more emotionally or aesthetically pleasing than functionally useful. Stress levels were higher for the adjustable avatar, reflecting lower performance, greater effort and more frustration. Additionally, concerns were raised about whether the Hololens adjustment gestures are intuitive and easy to familiarise oneself with. While acceptability of the concept of adjustability was generally positive, it was strongly dependent on usability and animation quality. This study highlights that personalisation alone is insufficient, and that SL avatars must be comprehensible by default. Key recommendations include enhancing mouthing and facial animation, improving interaction interfaces, and applying participatory design.

手语虚拟人用户体验可接受性

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