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研究生:徐裕淳
研究生(外文):Hsu, Yu-Chun
論文名稱:探討與具有情緒虛擬人之互動對任務表現之影響
論文名稱(外文):Interaction with Virtual Crowd and Effects of Emotional Contagion in Task Performance
指導教授:黃世強
指導教授(外文):Wong, Sai-Keung
口試日期:2019-11-07
學位類別:碩士
校院名稱:國立交通大學
系所名稱:多媒體工程研究所
學門:電算機學門
學類:軟體發展學類
論文種類:學術論文
論文出版年:2019
畢業學年度:108
語文別:英文
論文頁數:51
中文關鍵詞:情緒感染人群模擬虛擬實境
外文關鍵詞:Emotional contagionCrowd simulationVirtual Reality
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本篇論文的主要貢獻是探討情緒感染對虛擬任務表現的影響。實驗場景有本篇論文的主要貢獻是探討情緒感染對虛擬任務表現的影響。實驗場景有四種模式,分別為正效價、負效價、零效價和混合上述效價,正效價和負效價兩種模式在情感效價上彼此互相對立,零效價則是介在正效價和負效價之間,在不同模式中,場景中的虛擬人會有相對應情緒的行為。我們設計了一個虛擬市場任務,使用者會購買一些被指定的商品,透過口語的方式訊問虛擬人商品的位置資訊,藉此才能找到正確的販賣商並獲得商品。我們致力於模擬虛擬人的情緒行為,包括口頭行為和非口頭行為,非口頭行為包括面部表情、眼神交會和肢體動作。在這個實驗中,在客觀評價上,我們蒐集了使用者的任務完成時間、互動時間、互動次數等使用者的行為,在主觀評價上,採用了NASA-TLX、PANAS問卷。在這篇論文中,我們對這些收集的數據,做進一步的分析,並闡述發現的結果。
In this thesis, we examined emotional contagion effects on users and their performance in task completion. Our system has four modes. There are positive, negative, neutral and mixed. Positive and negative are opposites emotion in valence. Neutral are between the positive and negative. The mixed mode includes positive, negative and neutral emotion. The virtual characters exhibit emotional behavior respectively. The users need to ask the virtual characters about positions of certain items via natural speech. In this way, they could find the right vendor and get a certain item. The virtual agents' verbal and non-verbal emotional behaviors are modelled in each mode. The non-verbal behaviors include facial expressions, eye gaze, and physical motion. In a user study, we collected objective measures such as total task completion time, number of interactions and interpersonal distance. NASA TLX cognitive effort and PANAS were adopted as subjective measures. We reported our findings in this thesis.
Contents
摘要 i
Abstract ii
Acknowledgements iii
Table of Contents iv
List of Figures vi
List of Tables viii
1 Introduction 1
1.1 Motivation 2
1.2 Contributions 2
1.3 Organization of the thesis 3
2 Related Work 4
2.1 Interpersonal communication 4
2.2 Virtual Humans in crowds 4
3 System Design Overview 5
3.1 Overview of Virtual Market System 5
3.2 Nonverbal behavior 6
3.2.1 Facial Expression 6
3.2.2 Eye Gaze 9
3.2.3 Virtual Human Animation 11
iv
3.3 Verbal behavior 12
3.4 Crowd Modeling 12
3.4.1 Crowd Movement 12
3.4.2 Interaction region Avoidance 14
3.5 User-Pedestrian Interaction 16
3.6 User-Vendor Interaction 17
3.7 Pedestrian-Vendor Interaction 17
3.8 The dialogue interface 19
3.9 User Operation 20
3.10 Practice Scenario 24
4 Experiment Procedure 25
4.0.1 System Configuration & Experiment environment 26
4.0.2 Evaluation Procedure 28
4.0.3 Research Questions and Expected Outcomes 29
5 Results 30
5.1 Quantitative analysis 30
5.1.1 Total Time 30
5.1.2 Interaction Time 31
5.1.3 Interaction Count 35
5.1.4 Average Distance 36
5.2 Survey analysis 38
5.2.1 Workload of the task 38
5.2.2 PANAS 41
6 User Experience Sharing and Discussion 43
6.1 Emotional Crowd Simulation 43
6.2 Interaction with Virtual Human 44
6.3 Overall 44
7 Conclusion 45
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