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A personality-based emotional model for embodied conversational agents: Effects on perceived social presence and game experience of users
Entertainment Computing ( IF 2.8 ) Pub Date : 2019-07-26 , DOI: 10.1016/j.entcom.2019.100313
Pejman Sajjadi , Laura Hoffmann , Philipp Cimiano , Stefan Kopp

This paper reports on an experiment that investigates the effect of interacting with a personality-driven embodied conversational agent (ECA) on the perceived social presence and game experience of people in a VR social simulator. Furthermore, the dynamics between the different metrics of game experience and social presence of people are explored to determine which game experience metrics are the strongest predictors of perceived social presence in this context. A personality-based emotional model is used for personifying the employed ECA, which governs the manifestation of its non-verbal behaviors. Three experimental conditions manipulating the existence and intensity of non-verbal behaviors exhibited by the ECA were used to investigate the effect of this proposed approach. The results of the experiment with 41 participants indicate that people who were exposed to an extrovert ECA experienced significantly higher levels of behavioral involvement as part of their social presence compared to the other conditions. These results suggest that incorporating personality by means of non-verbal behavior in the emotional model of an ECA influences users perceived feeling of social presence. Furthermore, our results reveal that there is a bidirectional relationship between game experience metrics and perceived social presence of people as each predict the other.



中文翻译:

基于个性化的情感模型,用于具体的对话代理:对感知的社交存在和用户游戏体验的影响

本文报告了一项实验,该实验调查了在VR社交模拟器中与个性驱动的具体化对话代理(ECA)交互对人们感知的社交存在和游戏体验的影响。此外,探索了游戏体验的不同指标与人们的社会存在之间的动态关系,以确定在这种情况下,哪些游戏体验指标是感知到的社会存在的最强预测指标。基于个性的情绪模型用于拟定受雇的ECA,从而控制其非语言行为的表现。使用三种控制ECA所表现出的非语言行为的存在和强度的实验条件来研究此方法的效果。与41名参与者进行的实验结果表明,与其他情况相比,暴露于外向性ECA的人作为其社会存在的一部分,其行为参与程度明显更高。这些结果表明,通过非语言行为将人格纳入ECA的情感模型中会影响用户感知的社交存在感。此外,我们的结果表明,游戏体验指标与人们彼此预测的社交存在之间存在双向关系。这些结果表明,通过非语言行为将人格纳入ECA的情感模型中会影响用户感知的社交存在感。此外,我们的结果表明,游戏体验指标与人们彼此预测的社交存在之间存在双向关系。这些结果表明,通过非语言行为将人格纳入ECA的情感模型中会影响用户感知的社交存在感。此外,我们的结果表明,游戏体验指标与人们彼此预测的社交存在之间存在双向关系。

更新日期:2019-07-26
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