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Synthesizing affective virtual reality multicharacter experiences
Computer Animation and Virtual Worlds ( IF 0.9 ) Pub Date : 2021-05-24 , DOI: 10.1002/cav.2004
Angshuman Mazumdar 1 , Christos Mousas 1
Affiliation  

This article presents a methodology for automatically synthesizing a virtual population (pedestrians placed in a virtual environment) that impacts a user with a specified affective experience. The pipeline began by developing a dataset of behaviors that could be assigned to virtual characters. Next, an annotation phase assigned affective responses of participants to each character's behavior. The design considerations of our affective multicharacter virtual reality experience were then encoded to cost terms and assigned to a total cost function. This method allowed the developer to control the priority and the targets of the cost terms, and given the user inputs, our application could optimize the multicharacter experience using a Markov chain Monte Carlo method known as simulated annealing. A user study was conducted to investigate whether our method could synthesize virtual reality multicharacter experiences that affect participants in an expected way. The results of our study showed that the three different synthesized multicharacter experiences (low, medium, and high negative affect) were perceived as expected by participants; therefore, we argue that we can indeed automatically synthesize virtual reality multicharacter experiences that impact participants' affect levels in an expected way. Limitations and future research directions are discussed.

中文翻译:

合成情感虚拟现实多角色体验

本文介绍了一种自动合成虚拟人群(放置在虚拟环境中的行人)的方法,该人群会影响具有特定情感体验的用户。该管道首先开发了一个可以分配给虚拟角色的行为数据集。接下来,注释阶段分配参与者对每个角色行为的情感反应。然后,我们将情感多角色虚拟现实体验的设计考虑编码为成本项,并分配给总成本函数。这种方法允许开发人员控制成本项的优先级和目标,并且在给定用户输入的情况下,我们的应用程序可以使用称为模拟退火的马尔可夫链蒙特卡罗方法优化多字符体验。进行了一项用户研究,以调查我们的方法是否可以合成以预期方式影响参与者的虚拟现实多角色体验。我们的研究结果表明,参与者对三种不同的综合多角色体验(低、中和高负面影响)的感知与预期一致;因此,我们认为我们确实可以自动合成以预期方式影响参与者情感水平的虚拟现实多角色体验。讨论了局限性和未来的研究方向。和高负面影响)被参与者认为是预期的;因此,我们认为我们确实可以自动合成以预期方式影响参与者情感水平的虚拟现实多角色体验。讨论了局限性和未来的研究方向。和高负面影响)被参与者认为是预期的;因此,我们认为我们确实可以自动合成以预期方式影响参与者情感水平的虚拟现实多角色体验。讨论了局限性和未来的研究方向。
更新日期:2021-07-12
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