IEEE Trans Vis Comput Graph. 2018 Apr;24(4):1681-1690. doi: 10.1109/TVCG.2018.2794638.
Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games. We were particularly interested in whether different render styles (realistic, cartoon, etc.) would directly influence appeal, or if a character's personality was the most important indicator of appeal. We used a number of perceptual metrics such as subjective ratings, proximity, and attribution bias in order to test our hypothesis. Our main result shows that affinity towards virtual characters is a complex interaction between the character's appearance and personality, and that realism is in fact a positive choice for virtual characters in virtual reality.
在传统媒体(如电影和视频游戏)中,逼真度极高的虚拟角色会引起观众的负面反应。这种被称为“恐怖谷”的效应,就是为什么在试图创造一个有吸引力的虚拟角色时,通常会避免逼真度的原因。在虚拟现实中,很少有尝试去研究这种现象,以及渲染具有高度逼真度的虚拟角色对用户享受度的影响。在本文中,我们针对一千多名公众进行了一项大规模实验,以收集有关交互式虚拟现实游戏中如何感知虚拟角色的信息。我们特别感兴趣的是,不同的渲染风格(逼真、卡通等)是否会直接影响吸引力,或者角色的个性是否是吸引力的最重要指标。我们使用了一些感知指标,如主观评分、接近度和归因偏见,来检验我们的假设。我们的主要结果表明,对虚拟角色的亲和力是角色外观和个性之间的复杂相互作用,而在虚拟现实中,现实主义实际上是虚拟角色的一个积极选择。