Coverage of Facial Expressions and Its Effects on Avatar Embodiment, Self-Identification, and Uncanniness.

Peter Kullmann, Theresa Schell, Timo Menzel, Mario Botsch, Marc Erich Latoschik
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Abstract

Facial expressions are crucial for many eXtended Reality (XR) use cases, from mirrored self exposures to social XR, where users interact via their avatars as digital alter egos. However, current XR devices differ in sensor coverage of the face region. Hence, a faithful reconstruction of facial expressions either has to exclude these areas or synthesize missing animation data with model-based approaches, potentially leading to perceivable mismatches between executed and perceived expression. This paper investigates potential effects of the coverage of facial animations (none, partial, or whole) on important factors of self-perception. We exposed 83 participants to their mirrored personalized avatar. They were shown their mirrored avatar face with upper and lower face animation, upper face animation only, lower face animation only, or no face animation. Whole animations were rated higher in virtual embodiment and slightly lower in uncanniness. Missing animations did not differ from partial ones in terms of virtual embodiment. Contrasts showed significantly lower humanness, lower eeriness, and lower attractiveness for the partial conditions. For questions related to self-identification, effects were mixed. We discuss participants' shift in body part attention across conditions. Qualitative results show participants perceived their virtual representation as fascinating yet uncanny.

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面部表情对于许多扩展现实(XR)应用案例至关重要,从镜像自曝到社交 XR,用户都可以通过化身作为数字 "另一个自我 "进行互动。然而,目前的 XR 设备在面部区域的传感器覆盖范围上存在差异。因此,要想忠实地重建面部表情,要么排除这些区域,要么使用基于模型的方法合成缺失的动画数据,这可能会导致执行表情与感知表情之间出现可感知的不匹配。本文研究了面部动画覆盖范围(无、部分或全部)对自我感知重要因素的潜在影响。我们向 83 名参与者展示了他们的镜像个性化头像。我们向他们展示了带有上下脸部动画、只有上脸部动画、只有下脸部动画或没有脸部动画的镜像化身脸部。完整动画的虚拟体现度较高,而不可视度稍低。在虚拟形象方面,缺失动画与部分动画没有区别。对比显示,部分动画的人性化程度、阴森恐怖程度和吸引力都明显较低。在与自我认同相关的问题上,效果参差不齐。我们讨论了参与者在不同条件下对身体部位注意力的转移。定性结果表明,参与者认为自己的虚拟形象既迷人又不可思议。
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