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When Facial Expressions Dominate Emotion Perception in Groups of Virtual Characters
KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment.
KTH, School of Computer Science and Communication (CSC), Computational Science and Technology (CST).ORCID iD: 0000-0002-7257-0761
2017 (English)In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017 - Proceedings, IEEE, 2017, p. 157-160Conference paper, Published paper (Refereed)
Abstract [en]

Virtual characters play a central role in populating virtual worlds, whether they act as conduits for human expressions as avatars or are automatically controlled by a machine as agents. In modern game-related scenarios, it is economical to assemble virtual characters from varying sources of appearances and motions. However, doing so may have unintended consequences with respect to how people perceive their expressions. This paper presents an initial study investigating the impact of facial expressions and full body motions from varying sources on the perception of intense positive and negative emotional expressions in small groups of virtual characters. 21 participants views a small group of three virtual characters engaged in intense animated behaviours as their face and body motions were varied between positive, neutral and negative valence expressions. While emotion perception was based on both the bodies and the faces of the characters, we found a strong impact of the valence of facial expressions on the perception of emotions in the group. We discuss these findings in relation to the combination of manually created and automatically defined motion sources, highlighting implications for the animation of virtual characters.

Place, publisher, year, edition, pages
IEEE, 2017. p. 157-160
Series
International Conference on Games and Virtual Worlds for Serious Applications, ISSN 2474-0470
National Category
Other Humanities not elsewhere specified
Identifiers
URN: urn:nbn:se:kth:diva-224102DOI: 10.1109/VS-GAMES.2017.8056588ISI: 000425228700024Scopus ID: 2-s2.0-85034629863ISBN: 978-1-5090-5812-9 OAI: oai:DiVA.org:kth-224102DiVA, id: diva2:1189679
Conference
9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), SEP 06-08, 2017, Athens, Greece
Note

QC 20180312

Available from: 2018-03-12 Created: 2018-03-12 Last updated: 2018-03-12Bibliographically approved

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Peters, Christopher

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CiteExportLink to record
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Citation style
  • apa
  • harvard1
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  • modern-language-association-8th-edition
  • vancouver
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  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
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