Evaluating Animated Characters: Facial Motion Magnitude Influences Personality Perceptions

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Applied Perception Pub Date : 2016-03-03 DOI:10.1145/2851499
Jennifer Hyde, E. Carter, S. Kiesler, J. Hodgins
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引用次数: 11

Abstract

Animated characters are expected to fulfill a variety of social roles across different domains. To be successful and effective, these characters must display a wide range of personalities. Designers and animators create characters with appropriate personalities by using their intuition and artistic expertise. Our goal is to provide evidence-based principles for creating social characters. In this article, we describe the results of two experiments that show how exaggerated and damped facial motion magnitude influence impressions of cartoon and more realistic animated characters. In our first experiment, participants watched animated characters that varied in rendering style and facial motion magnitude. The participants then rated the different animated characters on extroversion, warmth, and competence, which are social traits that are relevant for characters used in entertainment, therapy, and education. We found that facial motion magnitude affected these social traits in cartoon and realistic characters differently. Facial motion magnitude affected ratings of cartoon characters’ extroversion and competence more than their warmth. In contrast, facial motion magnitude affected ratings of realistic characters’ extroversion but not their competence nor warmth. We ran a second experiment to extend the results of the first. In the second experiment, we added emotional valence as a variable. We also asked participants to rate the characters on more specific aspects of warmth, such as respectfulness, calmness, and attentiveness. Although the characters’ emotional valence did not affect ratings, we found that facial motion magnitude influenced ratings of the characters’ respectfulness and calmness but not attentiveness. These findings provide a basis for how animators can fine-tune facial motion to control perceptions of animated characters’ personalities.
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评价动画角色:面部运动幅度影响个性感知
动画角色被期望在不同的领域扮演各种各样的社会角色。为了获得成功和有效,这些角色必须表现出广泛的个性。设计师和动画师通过他们的直觉和艺术专长来创造具有适当个性的角色。我们的目标是为创造社会角色提供基于证据的原则。在这篇文章中,我们描述了两个实验的结果,这些实验显示了夸张和阻尼的面部运动幅度如何影响卡通和更现实的动画人物的印象。在我们的第一个实验中,参与者观看了不同渲染风格和面部动作幅度的动画角色。然后,参与者根据外向性、温暖度和能力给不同的动画角色打分,这些都是与娱乐、治疗和教育中使用的角色相关的社会特征。我们发现,卡通人物和现实人物的面部运动幅度对这些社会特征的影响是不同的。面部动作幅度对卡通人物外向性和能力的影响大于对他们热情程度的影响。相比之下,面部动作的大小影响了现实人物外向性的评分,但对他们的能力和热情没有影响。我们进行了第二次实验,以扩展第一次实验的结果。在第二个实验中,我们增加了情绪效价作为一个变量。我们还要求参与者在更具体的温暖方面给这些角色打分,比如尊重、冷静和专注。虽然角色的情绪效价不影响评分,但我们发现面部动作大小影响角色的尊重和冷静评分,而不影响注意力评分。这些发现为动画师如何微调面部动作来控制对动画人物性格的感知提供了基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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