Bernardo Autonomous Emotional Agents Increase Perception of VR Stimuli
Article dans une revue avec comité de lecture
Author
Date
2020Journal
Network and Communication Technologies;Abstract
Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a “zero cinematic” way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to the continuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.
Files in this item
Related items
Showing items related by title, author, creator and subject.
-
Communication avec acteTCHA-TOKEY, Katy; SCHMIDT, Colin; GESLIN, Erik; RICHIR, Simon (Association for Computing Machinery, 2020)In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs ...
-
Communication avec acteTCHA-TOKEY, Katy; LOUP-ESCANDE, Emilie; CANAC, Gaëlle; FARIN, Fabien; RICHIR, Simon; CHRISTMANN, Olivier (ACM, 2015)L’expérience utilisateur fait aujourd’hui l’objet de nombreuses recherches dans la communauté IHM au travers de la proposition de plusieurs modèles. En parallèle, de nouvelles Interactions Homme-Environnement Virtuel ...
-
Communication avec acteUne des préoccupations des concepteurs d’interaction homme-environnement virtuel immersif est de favoriser une bonne expérience utilisateur dans ces environnements. En conséquence, de nouvelles méthodes mieux adaptées ...
-
Communication avec acteThe user experience in immersive virtual environment can be broadly defined by the feeling of presence and immersion in a virtual environment. The propensity of feeling “there” and “enveloped by” in the virtual environment ...
-
Article dans une revue avec comité de lectureThere are increasing new advances in Virtual Reality technologies as well as a rise in Immersive Virtual Environments research and in User eXperience research. Within this framework, we decided to address the overall user ...