TY - GEN
T1 - Effects of Interacting with a Crowd of Emotional Virtual Humans on Users' Affective and Non-Verbal Behaviors
AU - Volonte, Matias
AU - Hsu, Yu Chun
AU - Liu, Kuan Yu
AU - Mazer, Joe P.
AU - Wong, Sai-Keung
AU - Babu, Sabarish V.
PY - 2020/3/22
Y1 - 2020/3/22
N2 - In this contribution we examined the effects on users during interaction with a virtual human crowd in an immersive virtual reality environment. We developed an agent-based crowd model with rich properties including eye gaze, facial expression, body motion, and verbal and non-verbal behaviors. The scenario was a virtual market in which the users needed to gather specific items. In a betweensubjects design, users interacted with a virtual human crowd that showed opposite valenced emotional expressions. There are four conditions in the between-subjects design. These includes different affective virtual crowds namely, Positive, Negative, Neutral, and a Mix condition. The Mix group is defined by a combination of Positive, Negative and Neutral emotional expressive characters. Depending on the specific condition, the virtual humans showed specific verbal and non-verbal behaviors. During the experiment we collected objective measures such as skin electrodermal activity, total time in the simulation, the number of interactions with the agents and performance measures. The subjective measures were the differential emotional survey (DES), and a user experience survey. We reported our findings with an in-depth analysis.
AB - In this contribution we examined the effects on users during interaction with a virtual human crowd in an immersive virtual reality environment. We developed an agent-based crowd model with rich properties including eye gaze, facial expression, body motion, and verbal and non-verbal behaviors. The scenario was a virtual market in which the users needed to gather specific items. In a betweensubjects design, users interacted with a virtual human crowd that showed opposite valenced emotional expressions. There are four conditions in the between-subjects design. These includes different affective virtual crowds namely, Positive, Negative, Neutral, and a Mix condition. The Mix group is defined by a combination of Positive, Negative and Neutral emotional expressive characters. Depending on the specific condition, the virtual humans showed specific verbal and non-verbal behaviors. During the experiment we collected objective measures such as skin electrodermal activity, total time in the simulation, the number of interactions with the agents and performance measures. The subjective measures were the differential emotional survey (DES), and a user experience survey. We reported our findings with an in-depth analysis.
KW - Animations
KW - Evaluation/methodology
KW - H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems
KW - I.3.3 [Computer Graphics]: Three-Dimensional Graphics and Realism
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85085486856&partnerID=8YFLogxK
U2 - 10.1109/VR46266.2020.1581610451331
DO - 10.1109/VR46266.2020.1581610451331
M3 - Conference contribution
AN - SCOPUS:85085486856
T3 - Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
SP - 293
EP - 302
BT - Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 27th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
Y2 - 22 March 2020 through 26 March 2020
ER -