Study comparing video-based characters and 3D-based characters on mobile devices for chat (bibtex)
by Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro
Abstract:
This study explores presentation techniques for a chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with an animated virtual character as opposed to a real human video character capable of displaying realistic backchannel behaviors. An audio-only interface is compared additionally with the two types of characters. The findings of our study suggest that people are socially attracted to a 3D animated character that does not display backchannel behaviors more than a real human video character that presents realistic backchannel behaviors. People engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that exhibits realistic backchannel behaviors, compared to communicating with a real human video character that does not display backchannel behaviors.
Reference:
Study comparing video-based characters and 3D-based characters on mobile devices for chat (Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro), In Proceedings of the 9th International Conference on Motion in Games, ACM Press, 2016.
Bibtex Entry:
@inproceedings{kang_study_2016,
	address = {Burlingame, California},
	title = {Study comparing video-based characters and 3D-based characters on mobile devices for chat},
	isbn = {978-1-4503-4592-7},
	url = {http://dl.acm.org/citation.cfm?id=2994274},
	doi = {10.1145/2994258.2994274},
	abstract = {This study explores presentation techniques for a chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with an animated virtual character as opposed to a real human video character capable of displaying realistic backchannel behaviors. An audio-only interface is compared additionally with the two types of characters. The findings of our study suggest that people are socially attracted to a 3D animated character that does not display backchannel behaviors more than a real human video character that presents realistic backchannel behaviors. People engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that exhibits realistic backchannel behaviors, compared to communicating with a real human video character that does not display backchannel behaviors.},
	booktitle = {Proceedings of the 9th {International} {Conference} on {Motion} in {Games}},
	publisher = {ACM Press},
	author = {Kang, Sin-Hwa and Feng, Andrew W. and Seymour, Mike and Shapiro, Ari},
	month = oct,
	year = {2016},
	keywords = {MedVR, Virtual Humans},
	pages = {181--186}
}
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