在性别二元范围内外评估虚拟人的面部性别线索

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-08-24 DOI:10.3389/frvir.2023.1251420
Rashi Ghosh, P. Feijóo-García, J. Stuart, Chase Wrenn, Benjamin C. Lok
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引用次数: 0

摘要

导言:尽管最近对性别的理解超出了女性和男性,但关于性别的虚拟人类工作广泛基于二元性别。此外,性别刻板印象和偏见可能存在于虚拟人体设计中。方法:本研究通过一项探索性研究来评估面部性别线索是如何在虚拟人类中实现的,在该研究中,一群本科生(n = 67)设计了三种虚拟人脸——女性、男性和非二元。结果:结果表明,面部性别线索以刻板的方式实现二元性别(女性和男性虚拟人)。对于非二元性别的虚拟人,刻板的面部性别线索表达不一致(有时是女性,有时是男性),并且经常发生冲突的性别线索(表明二元性别相反的线索)。最后,结果显示,并不是所有的面部性别线索都被平等地利用来表达性别。讨论:讨论了这些发现的意义以及虚拟人类中包容性和代表性性别表达的未来方向。
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Evaluating face gender cues in virtual humans within and beyond the gender binary
Introduction: Virtual human work regarding gender is widely based on binary gender despite recent understandings of gender extending beyond female and male. Additionally, gender stereotypes and biases may be present in virtual human design.Methods: This study evaluates how face gender cues are implemented in virtual humans by conducting an exploratory study where an undergraduate computing population (n = 67) designed three virtual human faces—female, male, and nonbinary.Results: Results showed that face gender cues were implemented in stereotypical ways to represent binary genders (female and male virtual humans). For nonbinary gender virtual humans, stereotypical face gender cues were expressed inconsistently (sometimes feminine, sometimes masculine), and conflicting gender cues (pairs of cues that signal opposing binary gender) occurred frequently. Finally, results revealed that not all face gender cues are leveraged equally to express gender.Discussion: Implications of these findings and future directions for inclusive and representative gender expression in virtual humans are discussed.
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来源期刊
CiteScore
5.80
自引率
0.00%
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0
审稿时长
13 weeks
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