2021
DOI: 10.3389/frvir.2021.619811
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Statistical Learning of Facial Expressions Improves Realism of Animated Avatar Faces

Abstract: A high realism of avatars is beneficial for virtual reality experiences such as avatar-mediated communication and embodiment. Previous work, however, suggested that the usage of realistic virtual faces can lead to unexpected and undesired effects, including phenomena like the uncanny valley. This work investigates the role of photographic and behavioral realism of avatars with animated facial expressions on perceived realism and congruence ratings. More specifically, we examine ratings of photographic and beha… Show more

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Cited by 10 publications
(5 citation statements)
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References 61 publications
(93 reference statements)
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“…The faces of our avatars are also static and thus cannot currently convey expressions or articulate speech. Facial rigging is challenging (Grewe et al, 2021;Lewis et al, 2014) and, if poorly implemented, can reduce the perception of behavioural realism (Grewe et al, 2021). Advances in technology and expertise will close this gap, to create avatars that not only visually resemble their real-life counterparts, but which incorporate their speech and motion patterns as well.…”
Section: Discussionmentioning
confidence: 99%
“…The faces of our avatars are also static and thus cannot currently convey expressions or articulate speech. Facial rigging is challenging (Grewe et al, 2021;Lewis et al, 2014) and, if poorly implemented, can reduce the perception of behavioural realism (Grewe et al, 2021). Advances in technology and expertise will close this gap, to create avatars that not only visually resemble their real-life counterparts, but which incorporate their speech and motion patterns as well.…”
Section: Discussionmentioning
confidence: 99%
“…Though much work has been done to improve photographic and behavioural realism of the animated avatar faces, the realistic facial expressions are still superficial and less likely to establish humanlike dynamic engagement. The characters of avatars available are also limited to few identities (Grewe et al ., 2021).…”
Section: Discussionmentioning
confidence: 99%
“…Avatars are the visual representation of social actors within the virtual environment (Kyrlitsias and Michael-GrigoriouLugrin et al, 2015;Seymour et al, 2018;. Two key qualities of avatars include their visual depiction and their movement capabilities (Grewe et al, 2021;Higgins et al, 2022;Latoschik et al, 2017;Stuart et al, 2022;Wu et al, 2021). While we recognize the importance of both these qualities, in our research we are focused on the visual expressiveness of the avatar.…”
Section: Behavioural Realism In Vrmentioning
confidence: 99%
“…Motion capture technologies can affect the experience of social VR because motion captured avatars are able to convey a wider range of social cues during an interaction (Kokkinara and McDonnell, 2015;Lugrin et al, 2015;Latoschik et al, 2017;Herrera et al, 2020;Kyrlitsias and Michael-Grigoriou, 2022;Rogers et al, 2022). For instance, avatars that express interest with direct eye gaze to our presence and behaviour in VR are often rated as having a higher level of behavioural realism (Aburumman et al, 2022;Grewe et al, 2021;Wu et al, 2021).…”
Section: Behavioural Realism In Vrmentioning
confidence: 99%