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Gesture Evaluation in Virtual Reality
KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.ORCID iD: 0009-0001-0939-2333
KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.ORCID iD: 0000-0003-1399-6604
KTH, School of Electrical Engineering and Computer Science (EECS), Intelligent systems, Speech, Music and Hearing, TMH.ORCID iD: 0000-0003-3135-5683
2024 (English)In: ICMI Companion 2024 - Companion Publication of the 26th International Conference on Multimodal Interaction, Association for Computing Machinery (ACM) , 2024, p. 156-164Conference paper, Published paper (Refereed)
Abstract [en]

Gestures play a crucial role in human communication, enhancing interpersonal interactions through non-verbal expression. Burgeoning technology allows virtual avatars to leverage communicative gestures to enhance their life-likeness and communication quality with AI-generated gestures. Traditionally, evaluations of AI-generated gestures have been confined to 2D settings. However, Virtual Reality (VR) offers an immersive alternative with the potential to affect the perception of virtual gestures. This paper introduces a novel evaluation approach for computer-generated gestures, investigating the impact of a fully immersive environment compared to a traditional 2D setting. The goal is to find the differences, benefits, and drawbacks of the two alternatives. Furthermore, the study also aims to investigate three gesture generation algorithms submitted to the 2023 GENEA Challenge and evaluate their performance in the two virtual settings. Experiments showed that the VR setting has an impact on the rating of generated gestures. Participants tended to rate gestures observed in VR slightly higher on average than in 2D. Furthermore, the results of the study showed that the generation models used for the study had a consistent ranking. However, the setting had a limited impact on the models' performance, having a bigger impact on the perception of 'true movement' which had higher ratings in VR than in 2D.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM) , 2024. p. 156-164
Keywords [en]
dyadic interaction, embodied conversational agents, evaluation paradigms, gesture generation, virtual reality
National Category
Human Computer Interaction General Language Studies and Linguistics Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:kth:diva-357898DOI: 10.1145/3686215.3688821ISI: 001429038200033Scopus ID: 2-s2.0-85211184881OAI: oai:DiVA.org:kth-357898DiVA, id: diva2:1922605
Conference
26th International Conference on Multimodal Interaction, ICMI Companion 2024, San Jose, Costa Rica, Nov 4 2024 - Nov 8 2024
Note

Part of ISBN 9798400704635

QC 20250114

Available from: 2024-12-19 Created: 2024-12-19 Last updated: 2025-03-24Bibliographically approved

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Werner, Axel WiebeBeskow, JonasDeichler, Anna

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