Talk to the Virtual Hands: Self-Animated Avatars Improve Communication in Head-Mounted Display Virtual Environments

Talk to the Virtual Hands: Self-Animated Avatars Improve Communication in Head-Mounted Display Virtual Environments
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DOI:
10.1371/journal.pone.0025759
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发表时间:
2011-10-12
期刊:
影响因子:
3.7
通讯作者:
Buelthoff, Heinrich H.
Buelthoff, Heinrich H.
中科院分区:
综合性期刊3区
文献类型:
--
作者:
Dodds, Trevor J.;Mohler, Betty J.;Buelthoff, Heinrich H.

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背景:当我们面对面交谈时,身体手势伴随着我们的讲话。运动跟踪技术使我们能够将身体姿势包括在化身中介的交流中,方法是将一个人的动作实时映射到自己的3D化身上,因此化身是自我动画的。我们进行了两个实验,以调查(A)头戴式显示器虚拟现实是否有助于研究身体姿势在交流中的影响;以及(B)身体姿势是否被用来帮助交流单词的意思。参与者成对工作,玩一个交流游戏,其中一个人必须向另一个人描述单词的含义。主要发现:在实验1中,当两个参与者都可以进行非语言交流时,参与者使用了显著更多的手势,并成功地描述了更多的单词(即,与静态中性姿势下的两个化身相比,描述和猜测化身都是自我激活的)。当参与者与静态化身交谈时(没有非语言反馈),他们“通过”(放弃描述)明显更多的单词。在实验2中,当参与者与一个化身交谈时,他们的表现明显低于他们与化身交谈时预先录制的聆听动画,而不是由他们伴侣的真实动作制作的化身。在这两个实验中,参与者在现实世界中玩游戏时使用的手势明显更多。结论:综上所述,这些研究表明:(A)虚拟现实可以被用来系统地研究肢体手势的影响;(B)非语言交流是双向的(除了描述参与者的非语言交流之外,还有真实的非语言反馈);以及(C)参与者在使用头盔显示器和不戴头盔显示器时使用的手势数量存在差异,我们讨论了对此的可能解释和未来研究的想法。
Background: When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a) whether head-mounted display virtual reality is useful for researching the influence of body gestures in communication; and (b) whether body gestures are used to help in communicating the meaning of a word. Participants worked in pairs and played a communication game, where one person had to describe the meanings of words to the other.Principal Findings: In experiment 1, participants used significantly more hand gestures and successfully described significantly more words when nonverbal communication was available to both participants (i.e. both describing and guessing avatars were self-animated, compared with both avatars in a static neutral pose). Participants 'passed' (gave up describing) significantly more words when they were talking to a static avatar (no nonverbal feedback available). In experiment 2, participants' performance was significantly worse when they were talking to an avatar with a prerecorded listening animation, compared with an avatar animated by their partners' real movements. In both experiments participants used significantly more hand gestures when they played the game in the real world.Conclusions: Taken together, the studies show how (a) virtual reality can be used to systematically study the influence of body gestures; (b) it is important that nonverbal communication is bidirectional (real nonverbal feedback in addition to nonverbal communication from the describing participant); and (c) there are differences in the amount of body gestures that participants use with and without the head-mounted display, and we discuss possible explanations for this and ideas for future investigation.