Perceptual Analysis of Groups of Virtual Humans Animated using Interactive Platforms

Fuente: arXiv
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Main Authors: Montanha, Rubens, Raupp, Giovana, Schmitt, Ana Carolina, Schneider, Gabriel, Araujo, Victor, Musse, Soraia Raupp
Format: Preprint
Published: 2024
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author Montanha, Rubens
Raupp, Giovana
Schmitt, Ana Carolina
Schneider, Gabriel
Araujo, Victor
Musse, Soraia Raupp
author_facet Montanha, Rubens
Raupp, Giovana
Schmitt, Ana Carolina
Schneider, Gabriel
Araujo, Victor
Musse, Soraia Raupp
contents Virtual humans (VH) have been used in Computer Graphics (CG) for many years, and perception studies have been applied to understand how people perceive them. Some studies have already examined how realism impacts the comfort of viewers. In some cases, the user's comfort is related to human identification. For example, people from a specific group may look positively at others from the same group. Gender is one of those characteristics that have in-group advantages. For example, in terms of VHs, studies have shown that female humans are more likely to recognize emotions in female VHs than in male VHs. However, there are many other variables that can impact the user perception. To aid this discussion, we conducted a study on how people perceive comfort and realism in relation to interactive VHs with different genders and expressing negative, neutral, or positive emotions in groups. We created a virtual environment for participants to interact with groups of VHs, which are interactive and should evolve in real-time, using a popular game engine. To animate the characters, we opted for cartoon figures that are animated by tracking the facial expressions of actors, using available game engine platforms to conduct the driven animation. Our results indicate that the emotion of the VH group impacts both comfort and realism perception, even by using simple cartoon characters in an interactive environment. Furthermore, the findings suggest that individuals reported feeling better with a positive emotion compared to a negative emotion, and that negative emotion recognition is impacted by the gender of the VHs group. Additionally, although we used simple characters, the results are consistent with the perception obtained when analysing realistic the state-of-the-art virtual humans, which positive emotions tend to be more correctly recognized than negative ones.
format Preprint
id arxiv_https___arxiv_org_abs_2410_03714
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Perceptual Analysis of Groups of Virtual Humans Animated using Interactive Platforms
Montanha, Rubens
Raupp, Giovana
Schmitt, Ana Carolina
Schneider, Gabriel
Araujo, Victor
Musse, Soraia Raupp
Human-Computer Interaction
Graphics
Virtual humans (VH) have been used in Computer Graphics (CG) for many years, and perception studies have been applied to understand how people perceive them. Some studies have already examined how realism impacts the comfort of viewers. In some cases, the user's comfort is related to human identification. For example, people from a specific group may look positively at others from the same group. Gender is one of those characteristics that have in-group advantages. For example, in terms of VHs, studies have shown that female humans are more likely to recognize emotions in female VHs than in male VHs. However, there are many other variables that can impact the user perception. To aid this discussion, we conducted a study on how people perceive comfort and realism in relation to interactive VHs with different genders and expressing negative, neutral, or positive emotions in groups. We created a virtual environment for participants to interact with groups of VHs, which are interactive and should evolve in real-time, using a popular game engine. To animate the characters, we opted for cartoon figures that are animated by tracking the facial expressions of actors, using available game engine platforms to conduct the driven animation. Our results indicate that the emotion of the VH group impacts both comfort and realism perception, even by using simple cartoon characters in an interactive environment. Furthermore, the findings suggest that individuals reported feeling better with a positive emotion compared to a negative emotion, and that negative emotion recognition is impacted by the gender of the VHs group. Additionally, although we used simple characters, the results are consistent with the perception obtained when analysing realistic the state-of-the-art virtual humans, which positive emotions tend to be more correctly recognized than negative ones.
title Perceptual Analysis of Groups of Virtual Humans Animated using Interactive Platforms
topic Human-Computer Interaction
Graphics
url https://arxiv.org/abs/2410.03714