Ruch Willibald F, Platt Tracey, Hofmann Jennifer, Niewiadomski Radosław, Urbain Jérôme, Mancini Maurizio, Dupont Stéphane
Personality and Assessment, Department of Psychology, University of Zurich , Zurich , Switzerland.
InfoMus Laboratory, Dipartimento di Informatica, Bioingegneria, Robotica e Ingegneria dei Sistemi, University of Genova , Genova , Italy.
Front Hum Neurosci. 2014 Nov 18;8:928. doi: 10.3389/fnhum.2014.00928. eCollection 2014.
This study investigated which features of AVATAR laughter are perceived threatening for individuals with a fear of being laughed at (gelotophobia), and individuals with no gelotophobia. Laughter samples were systematically varied (e.g., intensity, laughter pitch, and energy for the voice, intensity of facial actions of the face) in three modalities: animated facial expressions, synthesized auditory laughter vocalizations, and motion capture generated puppets displaying laughter body movements. In the online study 123 adults completed, the GELOPH <15 > (Ruch and Proyer, 2008a,b) and rated randomly presented videos of the three modalities for how malicious, how friendly, how real the laughter was (0 not at all to 8 extremely). Additionally, an open question asked which markers led to the perception of friendliness/maliciousness. The current study identified features in all modalities of laughter stimuli that were perceived as malicious in general, and some that were gelotophobia specific. For facial expressions of AVATARS, medium intensity laughs triggered highest maliciousness in the gelotophobes. In the auditory stimuli, the fundamental frequency modulations and the variation in intensity were indicative of maliciousness. In the body, backwards and forward movements and rocking vs. jerking movements distinguished the most malicious from the least malicious laugh. From the open answers, the shape and appearance of the lips curling induced feelings that the expression was malicious for non-gelotophobes and that the movement round the eyes, elicited the face to appear as friendly. This was opposite for gelotophobes. Gelotophobia savvy AVATARS should be of high intensity, containing lip and eye movements and be fast, non-repetitive voiced vocalization, variable and of short duration. It should not contain any features that indicate a down-regulation in the voice or body, or indicate voluntary/cognitive modulation.
本研究调查了虚拟化身笑声的哪些特征会让害怕被嘲笑(恐笑症)的个体以及没有恐笑症的个体感到有威胁。笑声样本在三种形式中系统地变化(例如,强度、笑声音高、声音能量、面部动作强度):动画面部表情、合成听觉笑声发声以及动作捕捉生成的展示笑声身体动作的木偶。在123名成年人完成的在线研究中,使用GELOPH<15>(鲁赫和普罗耶,2008a,b)并对三种形式随机呈现的视频的恶意程度、友好程度、真实程度进行评分(0表示完全没有,8表示极其)。此外,一个开放性问题询问哪些特征导致了对友好/恶意的感知。当前研究确定了在所有笑声刺激形式中通常被视为恶意的特征,以及一些特定于恐笑症的特征。对于虚拟化身的面部表情,中等强度的笑声在恐笑症患者中引发了最高的恶意感。在听觉刺激中,基频调制和强度变化表明有恶意。在身体方面,前后运动以及摇摆与急促运动区分了最恶意和最不恶意的笑声。从开放性回答来看,嘴唇卷曲的形状和外观让非恐笑症患者感觉表情有恶意,而眼睛周围的运动则让脸看起来友好。对于恐笑症患者来说情况则相反。了解恐笑症的虚拟化身应该是高强度的,包含嘴唇和眼睛的运动,并且是快速、不重复的发声,声音多变且持续时间短。它不应包含任何表明声音或身体下调或表明有自愿/认知调制的特征。