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Stephane Gobron, Junghyun Ahn, Daniel Thalmann, Marcin Skowron, and Arvid Kappas, Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans. JVRB - Journal of Virtual Reality and Broadcasting, 10(2013), no. 6. (urn:nbn:de:0009-6-38236)
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%0 Journal Article %T Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans %A Gobron, Stephane %A Ahn, Junghyun %A Thalmann, Daniel %A Skowron, Marcin %A Kappas, Arvid %J JVRB - Journal of Virtual Reality and Broadcasting %D 2013 %V 10(2013) %N 6 %@ 1860-2037 %F gobron2013 %X Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, wererandomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding. %L 004 %K 3D-Chatting %K Virtual Reality %K Wizard of Oz %K agent %K artificial facial expression impact %K avatar %K non-verbal communication %K virtual human communication %R 10.20385/1860-2037/10.2013.6 %U http://nbn-resolving.de/urn:nbn:de:0009-6-38236 %U http://dx.doi.org/10.20385/1860-2037/10.2013.6Download
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@Article{gobron2013, author = "Gobron, Stephane and Ahn, Junghyun and Thalmann, Daniel and Skowron, Marcin and Kappas, Arvid", title = "Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans", journal = "JVRB - Journal of Virtual Reality and Broadcasting", year = "2013", volume = "10(2013)", number = "6", keywords = "3D-Chatting; Virtual Reality; Wizard of Oz; agent; artificial facial expression impact; avatar; non-verbal communication; virtual human communication", abstract = "Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, wererandomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.", issn = "1860-2037", doi = "10.20385/1860-2037/10.2013.6", url = "http://nbn-resolving.de/urn:nbn:de:0009-6-38236" }Download
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TY - JOUR AU - Gobron, Stephane AU - Ahn, Junghyun AU - Thalmann, Daniel AU - Skowron, Marcin AU - Kappas, Arvid PY - 2013 DA - 2013// TI - Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans JO - JVRB - Journal of Virtual Reality and Broadcasting VL - 10(2013) IS - 6 KW - 3D-Chatting KW - Virtual Reality KW - Wizard of Oz KW - agent KW - artificial facial expression impact KW - avatar KW - non-verbal communication KW - virtual human communication AB - Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, wererandomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding. SN - 1860-2037 UR - http://nbn-resolving.de/urn:nbn:de:0009-6-38236 DO - 10.20385/1860-2037/10.2013.6 ID - gobron2013 ER -Download
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ISI
PT Journal AU Gobron, S Ahn, J Thalmann, D Skowron, M Kappas, A TI Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans SO JVRB - Journal of Virtual Reality and Broadcasting PY 2013 VL 10(2013) IS 6 DI 10.20385/1860-2037/10.2013.6 DE 3D-Chatting; Virtual Reality; Wizard of Oz; agent; artificial facial expression impact; avatar; non-verbal communication; virtual human communication AB Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, wererandomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding. ERDownload
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<mods> <titleInfo> <title>Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans</title> </titleInfo> <name type="personal"> <namePart type="family">Gobron</namePart> <namePart type="given">Stephane</namePart> </name> <name type="personal"> <namePart type="family">Ahn</namePart> <namePart type="given">Junghyun</namePart> </name> <name type="personal"> <namePart type="family">Thalmann</namePart> <namePart type="given">Daniel</namePart> </name> <name type="personal"> <namePart type="family">Skowron</namePart> <namePart type="given">Marcin</namePart> </name> <name type="personal"> <namePart type="family">Kappas</namePart> <namePart type="given">Arvid</namePart> </name> <abstract>Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, were randomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.</abstract> <subject> <topic>3D-Chatting</topic> <topic>Virtual Reality</topic> <topic>Wizard of Oz</topic> <topic>agent</topic> <topic>artificial facial expression impact</topic> <topic>avatar</topic> <topic>non-verbal communication</topic> <topic>virtual human communication</topic> </subject> <classification authority="ddc">004</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>JVRB - Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>10(2013)</number> </detail> <detail type="issue"> <number>6</number> </detail> <date>2013</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-38236</identifier> <identifier type="doi">10.20385/1860-2037/10.2013.6</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-38236</identifier> <identifier type="citekey">gobron2013</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 10(2013), no. 6. |
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Title |
Impact Study of Nonverbal Facial Cues on Spontaneous Chatting with Virtual Humans (eng) |
Author | Stephane Gobron, Junghyun Ahn, Daniel Thalmann, Marcin Skowron, Arvid Kappas |
Language | eng |
Abstract | Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, were randomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding. |
Subject | 3D-Chatting, Virtual Reality, Wizard of Oz, agent, artificial facial expression impact, avatar, non-verbal communication, virtual human communication |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-38236 |
DOI | https://doi.org/10.20385/1860-2037/10.2013.6 |