2016
DOI: 10.1080/09540091.2015.1130021
|View full text |Cite
|
Sign up to set email alerts
|

What makes virtual agents believable?

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
8
0

Year Published

2016
2016
2022
2022

Publication Types

Select...
6
2

Relationship

0
8

Authors

Journals

citations
Cited by 25 publications
(9 citation statements)
references
References 13 publications
1
8
0
Order By: Relevance
“…Our results showed, for the first time, that both noncommunicative and emotional body motion combined with facial expression made the avatar's pain perception seem more accurate, and in some cases provoked a greater emotional arousal than facial pain expression with a still body. This is in line with the bulk of evidence demonstrating the potential of body language, when congruent with facial expression, to make avatars' emotions seem more realistic, and thus 'acceptable' enough to study underlying processes in humans (Bogdanovych et al, 2016). Another novelty of the present work was to focus on a pain-expressing CG character.…”
Section: Discussionsupporting
confidence: 70%
See 1 more Smart Citation
“…Our results showed, for the first time, that both noncommunicative and emotional body motion combined with facial expression made the avatar's pain perception seem more accurate, and in some cases provoked a greater emotional arousal than facial pain expression with a still body. This is in line with the bulk of evidence demonstrating the potential of body language, when congruent with facial expression, to make avatars' emotions seem more realistic, and thus 'acceptable' enough to study underlying processes in humans (Bogdanovych et al, 2016). Another novelty of the present work was to focus on a pain-expressing CG character.…”
Section: Discussionsupporting
confidence: 70%
“…If the avatar is perceived as a simple machine, its facial emotional expression would not be believable. It would be considered as fake and artificial and would unlikely trigger any spontaneous emotional reaction (Bogdanovych, Trescak & Simoff, 2016). Such an experimental paradigm would not be useful in the context of inferring the mechanisms underlying others' emotion processing and regulation.…”
Section: Introductionmentioning
confidence: 99%
“…Our question in Study 2 was whether people use these same two dimensions to differentiate a broad range of social robots. The same evaluations have been used occasionally in the past research to comment on particular attributes of robots (Bergmann et al, 2012;Eyssel & Hegel, 2012), but no research has looked at their applicability across a large sample of robots. Our first test of human responses, based on evaluations from 3,920 people evaluating all of the 342 robots, used standard warmth and competence evaluative scales from human studies (Fiske et al, 2002).…”
Section: Study 2: Warmth and Competencementioning
confidence: 99%
“…The concept of believability for characters in video games can be divided into two broad classes (Togelius et al, 2012): character believability and player believability. Character believability (Loyall, 1997;Bogdanovych et al, 2016;Verhagen et al, 2013) refers to the belief that a character is real. In this case, the notion of believability coincides with the definition in character arts and animation.…”
Section: State Of the Artmentioning
confidence: 99%