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Tactile Texture Display Combining Vibrotactile and Electrostatic-friction Stimuli: Substantial Effects on Realism and Moderate Effects on Behavioral Responses 结合振动和静电摩擦刺激的触觉纹理显示:对现实主义的实质性影响和对行为反应的适度影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-05-30 DOI: 10.1145/3539733
Kazuya Otake, S. Okamoto, Yasuhiro Akiyama, Yoji Yamada
There is increasing demand for tactile feedback functions for touch panels. We investigated whether virtual roughness texture quality can be improved through simultaneous use of vibrotactile and electrostatic-friction stimuli. This conjunctive use is expected to improve the perceptual quality of texture stimuli, because vibrotactile and electrostatic-friction stimuli have complementary characteristics. Our previous studies confirmed that these conjunct stimuli yield enhanced realism for simple grating roughness. In this study, we conducted experiments using simple and complex sinusoidal surface profiles consisting of one or two spatial wave components. Three different evaluation criteria were employed. The first criterion concerned the subjective realism, i.e., similarity with actual roughness textures, of virtual roughness textures. Participants compared the following three stimulus conditions: vibrotactile stimuli only, electrostatic-friction stimuli only, and their conjunct stimuli. The conjunct stimuli yielded the greatest realism. The second criterion concerned roughness texture identification under each of the three stimulus conditions for five different roughness textures. The highest identification accuracy rate was achieved under the conjunct stimulus condition; however, the performance difference was marginal. The third criterion concerned the discrimination threshold of the grating-scale spatial wavelength. There were no marked differences among the results for the three conditions. The findings of this study will improve virtual texture quality for touch-panel-type surface tactile displays.
人们对触摸板的触觉反馈功能的需求越来越大。我们研究了同时使用振动触觉和静电摩擦刺激是否可以改善虚拟粗糙度纹理质量。这种结合使用有望改善纹理刺激的感知质量,因为振动触觉和静电摩擦刺激具有互补的特性。我们以前的研究证实,这些联合刺激提高了简单光栅粗糙度的真实感。在这项研究中,我们使用由一个或两个空间波分量组成的简单和复杂正弦表面剖面进行了实验。采用了三种不同的评价标准。第一个标准涉及虚拟粗糙度纹理的主观真实感,即与实际粗糙度纹理的相似性。参与者比较了以下三种刺激条件:只有振动触觉刺激、只有静电摩擦刺激和它们的联合刺激。共同的刺激产生了最大的现实主义。第二个准则涉及五种不同粗糙度纹理在三种刺激条件下的粗糙度纹理识别。在联合刺激条件下,识别准确率最高;然而,性能差异是微乎其微的。第三个准则涉及光栅尺度空间波长的识别阈值。三种情况下的结果没有显著差异。本研究结果将有助于改善触控面板型表面触觉显示器的虚拟纹理质量。
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引用次数: 2
The Effects on Driving Behavior When Using a Head-mounted Display in a Dynamic Driving Simulator 在动态驾驶模拟器中使用头戴式显示器对驾驶行为的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-01-31 DOI: 10.1145/3483793
Björn Blissing, F. Bruzelius, Olle Eriksson
Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect on driving behavior in a simulator has not been sufficiently quantified. This article presents a study of driving behavior differences between projector-based graphics and head-mounted display in a large dynamic driving simulator. This study has selected five specific driving maneuvers suspected of affecting driving behavior differently depending on the choice of display technology. Some of these maneuvers were chosen to reveal changes in lateral and longitudinal driving behavior. Others were picked for their ability to highlight the benefits and drawbacks of head-mounted displays in a driving context. The results show minor changes in lateral and longitudinal driver behavior changes when comparing projectors and a head-mounted display. The most noticeable difference in favor of projectors was seen when the display resolution is critical to the driving task. The choice of display type did not affect simulator sickness nor the realism rated by the subjects.
驾驶模拟器是汽车开发和研究中常用的工具。大多数模拟器使用监视器或投影仪作为其主要显示系统。然而,新一代头戴式显示器的出现引发了人们将其作为主要显示类型的兴趣。头戴式显示器的总体优点和缺点已经得到了很好的研究,但它们对模拟器中驾驶行为的影响还没有得到充分的量化。本文在一个大型动态驾驶模拟器中研究了基于投影仪的图形与头戴式显示器的驾驶行为差异。本研究选择了五种特定的驾驶动作,这些动作可能会根据显示技术的选择对驾驶行为产生不同的影响。选择其中一些机动来揭示横向和纵向驾驶行为的变化。其他的被选中是因为他们能够突出头戴式显示器在驾驶环境中的优点和缺点。结果显示,当比较投影仪和头戴式显示器时,驾驶员的横向和纵向行为变化很小。当显示器分辨率对驾驶任务至关重要时,可以看到投影仪最明显的差异。显示类型的选择不影响模拟器病,也不影响被试评定的真实感。
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引用次数: 3
A Virtual Reality Application of the Rubber Hand Illusion Induced by Ultrasonic Mid-air Haptic Stimulation 超声空气触感诱导橡胶手错觉的虚拟现实应用
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-01-31 DOI: 10.1145/3487563
Anca Salagean, Jacob Hadnett-Hunter, Daniel J. Finnegan, A. A. Sousa, M. Proulx
Ultrasonic mid-air haptic technologies, which provide haptic feedback through airwaves produced using ultrasound, could be employed to investigate the sense of body ownership and immersion in virtual reality (VR) by inducing the virtual hand illusion (VHI). Ultrasonic mid-air haptic perception has solely been investigated for glabrous (hairless) skin, which has higher tactile sensitivity than hairy skin. In contrast, the VHI paradigm typically targets hairy skin without comparisons to glabrous skin. The aim of this article was to investigate illusory body ownership, the applicability of ultrasonic mid-air haptics, and perceived immersion in VR using the VHI. Fifty participants viewed a virtual hand being stroked by a feather synchronously and asynchronously with the ultrasonic stimulation applied to the glabrous skin on the palmar surface and the hairy skin on the dorsal surface of their hands. Questionnaire responses revealed that synchronous stimulation induced a stronger VHI than asynchronous stimulation. In synchronous conditions, the VHI was stronger for palmar stimulation than dorsal stimulation. The ultrasonic stimulation was also perceived as more intense on the palmar surface compared to the dorsal surface. Perceived immersion was not related to illusory body ownership per se but was enhanced by the provision of synchronous stimulation.
超声波空中触觉技术通过超声波产生的电波提供触觉反馈,可以通过诱导虚拟手错觉(VHI)来研究虚拟现实(VR)中的身体所有权和沉浸感。超声半空触觉感知仅针对无毛皮肤进行了研究,无毛皮肤比有毛皮肤具有更高的触觉灵敏度。相比之下,VHI范例通常针对有毛的皮肤,而不与无毛的皮肤进行比较。本文的目的是研究虚幻的身体所有权,超声波半空触觉的适用性,以及使用VHI在VR中的感知沉浸感。50名参与者观看了一只被羽毛同步和不同步抚摸的虚拟手,同时在手表面的无毛皮肤和手背表面的有毛皮肤上施加超声波刺激。问卷调查结果显示,同步刺激诱导的VHI强于异步刺激。在同步条件下,掌侧刺激的VHI强于背侧刺激。超声刺激也被认为在掌面比在背面更强烈。感知沉浸感与虚幻的身体所有权本身无关,但通过提供同步刺激而增强。
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引用次数: 4
Motor Variability in Complex Gesture Learning: Effects of Movement Sonification and Musical Background 复杂手势学习中的运动变异性:运动声化和音乐背景的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-01-31 DOI: 10.1145/3482967
Wanyu Liu, Michelle Agnes Magalhaes, W. Mackay, M. Beaudouin-Lafon, Frédéric Bevilacqua
With the increasing interest in movement sonification and expressive gesture-based interaction, it is important to understand which factors contribute to movement learning and how. We explore the effects of movement sonification and users’ musical background on motor variability in complex gesture learning. We contribute an empirical study in which musicians and non-musicians learn two gesture sequences over three days, with and without movement sonification. Results show the interlaced interaction effects of these factors and how they unfold in the three-day learning process. For gesture 1, which is fast and dynamic with a direct “action-sound” sonification, movement sonification induces higher variability for both musicians and non-musicians on day 1. While musicians reduce this variability to a similar level as no auditory feedback condition on day 2 and day 3, non-musicians remain to have significantly higher variability. Across three days, musicians also have significantly lower variability than non-musicians. For gesture 2, which is slow and smooth with an “action-music” metaphor, there are virtually no effects. Based on these findings, we recommend future studies to take into account participants’ musical background, consider longitudinal study to examine these effects on complex gestures, and use awareness when interpreting the results given a specific design of gesture and sound.
随着人们对运动声音化和基于表达手势的交互的兴趣日益浓厚,了解哪些因素有助于运动学习以及如何促进运动学习是很重要的。我们探讨了动作声音和使用者的音乐背景对复杂手势学习中运动变异性的影响。我们贡献了一项实证研究,其中音乐家和非音乐家在三天内学习两个手势序列,有和没有运动超声。结果显示了这些因素相互交织的影响,以及它们如何在三天的学习过程中展开。对于手势1来说,它是快速和动态的,具有直接的“动作声音”声,动作声在第一天对音乐家和非音乐家都产生了更高的变异性。虽然音乐家在第2天和第3天将这种可变性降低到与没有听觉反馈条件相似的水平,但非音乐家仍然具有明显更高的可变性。在三天的时间里,音乐家的变异性也明显低于非音乐家。而动作2则缓慢而流畅,带有“动作音乐”的隐喻,几乎没有效果。基于这些发现,我们建议未来的研究考虑参与者的音乐背景,考虑纵向研究来检验这些对复杂手势的影响,并在解释给定特定手势和声音设计的结果时使用意识。
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引用次数: 4
The Perceptual Consistency and Association of the LMA Effort Elements LMA努力要素的知觉一致性与关联
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-01-31 DOI: 10.1145/3473041
Hyejin Kim, Michael Neff, Sung-Hee Lee
Laban Movement Analysis (LMA) and its Effort element provide a conceptual framework through which we can observe, describe, and interpret the intention of movement. Effort attributes provide a link between how people move and how their movement communicates to others. It is crucial to investigate the perceptual characteristics of Effort to validate whether it can serve as an effective framework to support a wide range of applications in animation and robotics that require a system for creating or perceiving expressive variation in motion. To this end, we first constructed an Effort motion database of short video clips of five different motions: walk, sit down, pass, put, wave performed in eight ways corresponding to the extremes of the Effort elements. We then performed a perceptual evaluation to examine the perceptual consistency and perceived associations among Effort elements: Space (Indirect/Direct), Time (Sustained/Sudden), Weight (Light/Strong), and Flow (Free/Bound) that appeared in the motion stimuli. The results of the perceptual consistency evaluation indicate that although the observers do not perceive the LMA Effort element 100% as intended, true response rates of seven Effort elements are higher than false response rates except for light Effort. The perceptual consistency results showed varying tendencies by motion. The perceptual association between LMA Effort elements showed that a single LMA Effort element tends to co-occur with the elements of other factors, showing significant correlation with one or two factors (e.g., indirect and free, light and free).
拉班动作分析(LMA)及其努力元素提供了一个概念框架,通过这个框架,我们可以观察、描述和解释动作的意图。努力属性在人们如何运动和他们的运动如何与他人交流之间提供了联系。至关重要的是要研究努力的感知特征,以验证它是否可以作为一个有效的框架来支持动画和机器人中的广泛应用,这些应用需要一个系统来创建或感知运动中的表达变化。为此,我们首先构建了一个Effort动作数据库,其中包含五种不同动作的短视频片段:步行、坐下、通过、放置、摆动,以八种方式分别对应Effort元素的极值。然后,我们进行了感知评估,以检查运动刺激中出现的努力元素之间的感知一致性和感知关联:空间(间接/直接)、时间(持续/突然)、重量(轻/强)和流动(自由/受限)。知觉一致性评价结果表明,尽管观察者对LMA努力要素的感知并非100%达到预期,但除轻微努力外,七个努力要素的真实反应率均高于错误反应率。知觉一致性结果表现出不同运动的趋势。LMA努力要素之间的知觉关联表明,单个LMA努力要素往往与其他因素的要素共同出现,与一个或两个因素(如间接与自由、轻与自由)表现出显著的相关性。
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引用次数: 0
Introduction to the Special Issue on SAP 2021 SAP 2021特刊简介
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-10-31 DOI: 10.1145/3486577
Eakta Jain, A. Olivier
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引用次数: 0
Evaluating Grasping Visualizations and Control Modes in a VR Game 在VR游戏中评估抓取可视化和控制模式
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-10-31 DOI: 10.1145/3486582
A. Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, S. Jörg
A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience.
虚拟现实(VR)社区的主要目标是建立具有无缝和自然交互的完全沉浸式和存在诱导环境。为了实现这一目标,研究人员正在研究如何最好地直接使用我们的手来与虚拟环境进行互动。这一领域的大多数研究都要求参与者执行重复性任务。在本文中,我们将探讨这些研究结果是否能够转化为真正的应用和游戏体验。我们设计了一个虚拟的逃生室,参与者在其中与各种物体互动,收集线索并完成谜题。在一项受试者之间的研究中,我们研究了两种输入模式(控制器与手部跟踪)和两种抓取可视化(连续跟踪的手与抓取时消失的虚拟手)对所有权、真实感、效率、享受和存在的影响。我们的研究结果表明,与使用控制器相比,使用手部跟踪时,玩家的所有权、真实感、乐趣和存在感都有所提高。在抓握过程中,可视化的跟踪手在我们的所有权问题和享受问题中获得了更高的评分,而在许多应用程序中,虚拟手在抓握过程中消失是很常见的。我们还确认了两项研究的一些主要结果,即在更现实的游戏场景中使用重复设计,这可能更接近典型的用户体验。
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引用次数: 8
Facial Feature Manipulation for Trait Portrayal in Realistic and Cartoon-Rendered Characters 面部特征处理在现实和卡通渲染的人物特征刻画
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-10-31 DOI: 10.1145/3486579
Ylva Ferstl, Michael McKay, R. Mcdonnell
Previous perceptual studies on human faces have shown that specific facial features have consistent effects on perceived personality and appeal, but it remains unclear if and how findings relate to perception of virtual characters. For example, wider human faces have been found to appear more aggressive and dominant, whereas studies on virtual characters have shown opposite trends but have suffered from significant eeriness of exaggerated features. In this study, we use highly realistic virtual faces obtained from 3D scanning, as well as cartoon-rendered counterparts retaining facial proportions. We assess the effects of facial width and eye size on perceptions of appeal, trustworthiness, aggressiveness, dominance, and eeriness. Our manipulations did not affect eeriness, and we find the same perceptual trends previously reported for human faces.
先前对人脸的感知研究表明,特定的面部特征对感知个性和吸引力有一致的影响,但尚不清楚这些发现是否以及如何与虚拟角色的感知相关。例如,人们发现宽脸的人看起来更有攻击性和支配力,而对虚拟角色的研究显示出相反的趋势,但夸张的特征却让人感到非常怪异。在这项研究中,我们使用了从3D扫描中获得的高度逼真的虚拟面孔,以及保留面部比例的卡通渲染对应。我们评估了面部宽度和眼睛大小对吸引力、可信度、攻击性、支配性和怪异感的影响。我们的操作并没有影响怪异感,我们发现了与之前报道的人脸相同的感知趋势。
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引用次数: 5
An Evaluation of Screen Parallax, Haptic Feedback, and Sensory-Motor Mismatch on Near-Field Perception-Action Coordination in VR 屏幕视差、触觉反馈和感觉-运动失配对VR近场感知-动作协调的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-10-31 DOI: 10.1145/3486583
David Brickler, Sabarish V. Babu
Virtual reality ( VR ) displays have factors such as vergence-accommodation conflicts that negatively impact depth perception and cause users to misjudge distances to select objects. In addition, popular large-screen immersive displays present the depth of any target rendered through screen parallax information of points, which are encapsulated within stereoscopic voxels that are a distinct unit of space dictating how far an object is placed in front of or behind the screen. As they emanate from the viewers’ eyes (left and right center of projection), the density of voxels is higher in front of the screen (in regions of negative screen parallax) than it is behind the screen (in regions of positive screen parallax), implying a higher spatial resolution of depth in front of the screen than behind the screen. Our experiment implements a near-field fine-motor pick-and-place task in which users pick up a ring and place it around a targeted peg. The targets are arranged in a linear configuration of 3, 5, and 7 pegs along the front-and-back axis with the center peg placed in the same depth as the screen. We use this to evaluate how users manipulate objects in positive versus negative screen parallax space by the metrics of efficiency, accuracy, and economy of movement. In addition, we evaluate how users’ performance is moderated by haptic feedback and mismatch between visual and proprioceptive information. Our results reveal that users perform more efficiently in negative screen parallax space and that haptic feedback and visuo-proprioceptive mismatch have effects on placement efficiency. The implications of these findings are described in the later sections of the article.
虚拟现实(VR)显示器具有诸如收敛调节冲突等因素,这些因素会对深度感知产生负面影响,并导致用户在选择对象时误判距离。此外,流行的大屏幕沉浸式显示器通过屏幕视差信息呈现任何目标的深度,这些点被封装在立体体素中,立体体素是一个独特的空间单位,决定了物体在屏幕前面或后面的距离。当它们从观看者的眼睛(投影的左中心和右中心)发出时,体素密度在屏幕前(屏幕负视差区域)比在屏幕后(屏幕正视差区域)高,这意味着屏幕前的深度空间分辨率比屏幕后高。我们的实验实现了一个近场精细运动拾取和放置任务,在这个任务中,用户拿起一个戒指,把它放在一个目标钉子周围。目标沿前后轴以3、5和7个钉的线性配置排列,中心钉与屏幕放置在相同的深度。我们用它来评估用户如何在正负视差空间中通过效率、准确性和移动经济性的指标来操纵物体。此外,我们还评估了触觉反馈以及视觉和本体感觉信息之间的不匹配如何调节用户的表现。我们的研究结果表明,用户在负视差空间下的放置效率更高,并且触觉反馈和视觉本体感觉失配对放置效率有影响。本文后面的部分将描述这些发现的含义。
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引用次数: 0
Do Prosody and Embodiment Influence the Perceived Naturalness of Conversational Agents' Speech? 韵律和身体化是否影响会话主体的自然语音感知?
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2021-10-31 DOI: 10.1145/3486580
Jonathan Ehret, A. Bönsch, Lukas Aspöck, Christine T. Röhr, S. Baumann, M. Grice, J. Fels, T. Kuhlen
For conversational agents’ speech, either all possible sentences have to be prerecorded by voice actors or the required utterances can be synthesized. While synthesizing speech is more flexible and economic in production, it also potentially reduces the perceived naturalness of the agents among others due to mistakes at various linguistic levels. In our article, we are interested in the impact of adequate and inadequate prosody, here particularly in terms of accent placement, on the perceived naturalness and aliveness of the agents. We compare (1) inadequate prosody, as generated by off-the-shelf text-to-speech (TTS) engines with synthetic output; (2) the same inadequate prosody imitated by trained human speakers; and (3) adequate prosody produced by those speakers. The speech was presented either as audio-only or by embodied, anthropomorphic agents, to investigate the potential masking effect by a simultaneous visual representation of those virtual agents. To this end, we conducted an online study with 40 participants listening to four different dialogues each presented in the three Speech levels and the two Embodiment levels. Results confirmed that adequate prosody in human speech is perceived as more natural (and the agents are perceived as more alive) than inadequate prosody in both human (2) and synthetic speech (1). Thus, it is not sufficient to just use a human voice for an agents’ speech to be perceived as natural—it is decisive whether the prosodic realisation is adequate or not. Furthermore, and surprisingly, we found no masking effect by speaker embodiment, since neither a human voice with inadequate prosody nor a synthetic voice was judged as more natural, when a virtual agent was visible compared to the audio-only condition. On the contrary, the human voice was even judged as less “alive” when accompanied by a virtual agent. In sum, our results emphasize, on the one hand, the importance of adequate prosody for perceived naturalness, especially in terms of accents being placed on important words in the phrase, while showing, on the other hand, that the embodiment of virtual agents plays a minor role in the naturalness ratings of voices.
对于会话代理的语音,要么所有可能的句子都必须由配音演员预先录制,要么可以合成所需的话语。虽然合成语音在生产中更加灵活和经济,但由于各种语言层面的错误,它也可能降低代理的感知自然度。在我们的文章中,我们感兴趣的是韵律充足和不足的影响,特别是在重音位置方面,对代理的感知自然度和活力。我们比较了(1)不充分的韵律,由现成的文本到语音(TTS)引擎生成与合成输出;(2)被训练有素的人模仿的同样不充分的韵律;(3)这些说话者产生了足够的韵律。演讲要么是纯音频的,要么是拟人化的实体,以研究这些虚拟实体的同时视觉表现的潜在掩蔽效应。为此,我们对40名参与者进行了一项在线研究,他们听了四个不同的对话,每个对话分别以三个言语水平和两个体现水平呈现。结果证实,人类语言中适当的韵律被认为比人类(2)和合成语音(1)中不适当的韵律更自然(并且智能体被认为更有活力)。因此,仅仅使用人类语音是不够的,智能体的语音被认为是自然的——韵律实现是否充分是决定性的。此外,令人惊讶的是,我们没有发现说话者化身的掩盖效应,因为当虚拟代理可见时,与纯音频条件相比,韵律不足的人声和合成声音都不会被判断为更自然。相反,当有虚拟代理陪同时,人类的声音甚至被认为不那么“有活力”。总而言之,我们的研究结果一方面强调了韵律对感知自然度的重要性,特别是在短语中重要单词的重音方面,而另一方面则表明虚拟代理的体现在声音的自然度评级中起着次要作用。
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引用次数: 8
期刊
ACM Transactions on Applied Perception
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