ALIVE:虚拟环境的化身学习影响评估

Sarune Savickaite, Elliot Millington, Chris Freeman, R. Mcmillan, M. Khamis
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摘要

. 目前,在虚拟现实(VR)中,物理空间的准确表现,尤其是人类互动,往往会让人觉得笨拙、不现实,需要专业知识和发展。我们的项目通过虚幻元人类工具(一种非凡的新3D角色创建技术)探索化身的使用,具体来说,测试在软技能培训和社交互动中使用现实化身。这是一个概念验证项目,旨在产生解决知识差距的想法,进行快速、低成本的原型设计和用户测试,以进一步了解该领域。我们构建并测试了超人类和虚拟现实中的卡通化身对基本情绪的识别。目的是了解虚拟化身的现实性是否会影响我们对基本人类情感的感知以及VR的沉浸感。本研究旨在推动人工社会互动的研究,并指导行业实践。
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ALIVE: Avatar Learning Impact assessment for Virtual Environments
. Currently, accurate representation of physical spaces and, especially, human interactions in Virtual Reality (VR)can often feel clunky, unrealistic and require specialist knowledge and development. Our project explores avatar use through the Unreal Meta Humans tool (an extraordinary new 3D character creation technology), specifically, testing the use of realistic avatars in soft skills training and social interactions. This is a proof of concept project to generate ideas that address this gap in knowledge, do fast, low-cost prototyping and user testing to further our understanding of the field. We built and tested the recognition of basic emotions in Meta Humans and cartoon avatars in VR. The aim was to understand whether the realism of the avatar impacts our perception of basic human emotion and the sense of immersion in VR. This work aims to advance the study of artificial social interactions, and guide industry practice.
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