Document Type
Article
Rights
Available under a Creative Commons Attribution Non-Commercial Share Alike 4.0 International Licence
Disciplines
Computer Sciences, Electrical and electronic engineering
Abstract
The portrayed personality of virtual characters and agents is understood to influence how we perceive and engage with digital applications. Understanding how the features of speech and animation drive portrayed personality allows us to intentionally design characters to be more personalized and engaging. In this study, we use performance capture data of unscripted conversations from a variety of actors to explore the perceptual outcomes associated with the modalities of speech and motion. Specifically, we contrast full performance-driven characters to those portrayed by generated gestures and synthesized speech, analysing how the features of each influence portrayed personality according to the Big Five personality traits. We find that processing speech and motion can have mixed effects on such traits, with our results highlighting motion as the dominant modality for portraying extraversion and speech as dominant for communicating agreeableness and emotional stability. Our results can support the Extended Reality (XR) community in development of virtual characters, social agents and 3D User Interface (3DUI) agents portraying a range of targeted personalities.
DOI
https://doi.org/10.1109/VR51125.2022.00018
Recommended Citation
S. Thomas, Y. Ferstl, R. McDonnell and C. Ennis, "Investigating how speech and animation realism influence the perceived personality of virtual characters and agents," 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Christchurch, New Zealand, 2022, pp. 11-20, doi: 10.1109/VR51125.2022.00018.
Funder
SFI
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-Share Alike 4.0 International License.
Publication Details
Published online:
https://ieeexplore.ieee.org/document/9756815