Table 2 - uploaded by Marc Fabri
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The matrix shows which categories have been confused, and

The matrix shows which categories have been confused, and

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Article
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The use of avatars with emotionally expressive faces is potentially highly beneficial to communication in collaborative virtual environments (CVEs), especially when used in a distance learning context. However, little is known about how, or indeed whether, emotions can effectively be transmitted through the medium of CVE. Given this, an avatar head...

Context in source publication

Context 1
... error matrix ( Table 2) further reveals that Fear was often mistaken for Surprise, a tendency that was also observed in several other studies (see [34]). It is stated that a distinction between the two emotions can be observed with high certainty only in "literate" cultures, but not in "pre-literate", visually isolated cultures. ...

Citations

... A choice of six avatar heads was available, each capable of displaying the "universal" facial expressions of emotion happiness, surprise, anger, fear, sadness and disgust [12] and a neutral face. Expressions were designed to be highly distinctive and recognizable [14]. All characters were based on identical animation sequences to ensure consistence and validity. ...
Conference Paper
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We present our work on emotionally expressive avatars, animated virtual characters that can express emotions via facial expressions. Because these avatars are highly distinctive and easily recognizable, they may be used in a range of applications. In the first part of the paper we present their use in computer mediated communication where two or more people meet in virtual space, each represented by an avatar. Study results suggest that social interaction behavior from the real-world is readily transferred to the virtual world. Empathy is identified as a key component for creating a more enjoyable experience and greater harmony between users. In the second part of the paper we discuss the use of avatars as an assistive, educational and therapeutic technology for people with autism. Based on the results of a preliminary study, we provide pointers regarding how people with autism may overcome some of the limitations that characterize their condition.
... Participants can express the following universal emotions by clicking the relevant emoticon on the interface: happiness, sadness, surprise, anger, fear, and disgust [5]. Previous work has shown that these can effectively be visualised using a relatively simple animated 3D head model [6]. Indeed, whilst muscle activity in the human face is usually coded using 58 Action Units [5], we were able to reduce this to 12 Action Units for the virtual head model whilst maintaining high distinctiveness and recognisability of facial expressions. ...
Article
Full-text available
Instant Messaging (IM) tools such as Microsoft® MSN Messenger or Yahoo!® Messenger enable people to communicate in real-time, via text-chat, over a distance. Typically emotional icons, or emoticons, can be embedded into messages as intentional communicative signals. Recent IM versions also allow display of a picture representing oneself, and in turn one may see a picture of the interlocutor. This paper applies the Instant Messaging paradigm to communication in collaborative virtual environments (CVE). The IM interface is embedded into virtual space and three-dimensional, animated avatars represent the interlocutors. In addition to simply seeing each other, users can control their avatar's facial expressions via emoticons. We outline the design considerations for such a messaging tool and investigate whether and how the introduction of emotionally expressive characters enriches the individual's experience. We define what we mean with richness of experience and present a methodological framework for evaluation.