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具身化虚拟形象:虚拟世界中的活力

Expressive Avatars: Vitality in Virtual Worlds.

作者信息

Ekdahl David, Osler Lucy

机构信息

Department of Sociology, Philosophy and Anthropology, University of Exeter, Byrne House, St German's Road, Exeter, EX4 4PJ UK.

School of English, Communication and Philosophy, Cardiff University, John Percival Building, Colum Drive, Cardiff, CF10 3EU UK.

出版信息

Philos Technol. 2023;36(2):24. doi: 10.1007/s13347-023-00628-5. Epub 2023 Apr 6.

Abstract

Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, "The Limited Expressivity Claim": avatars have a more limited expressive range than our physical bodies. Second, "The Inputted Expressivity Claim": any expressive avatarial behaviour must be deliberately inputted by the user. Third, "The Decoding Claim": users must infer or figure out the expressive meaning of human-controlled avatars' behaviour through cognitively onerous processes. With the aim of critically assessing all three claims, we analyze data collected through observations of and interviews with expert players of the avatar-based video game League of Legends. Focusing on Daniel Stern's (2010) notion of vitality, we analyze the participants' descriptions of seeing and interacting with other avatars during performance. Our analysis shows that the informants experience human-based avatarial interactions as qualitatively different than interactions with bots, that the informants see the movements of other players' avatars as having different expressive styles, and that the informants actively use and manipulate this avatarial expressivity during performance. The results of our analysis, we argue, provide reasons for loosening or resisting the three claims concerning the limits of avatarial expressivity.

摘要

批评者认为,由人类控制的虚拟角色互动无法像我们的身体那样促进丰富的表现力和社会理解。我们确定了三种说法,旨在为虚拟角色互动相较于我们的身体互动所假定的表现力限制进行辩护。第一,“有限表现力说法”:虚拟角色的表现力范围比我们的身体更有限。第二,“输入式表现力说法”:任何虚拟角色的表现行为都必须由用户刻意输入。第三,“解码说法”:用户必须通过繁重的认知过程来推断或弄清楚人类控制的虚拟角色行为的表现意义。为了批判性地评估这三种说法,我们分析了通过对基于虚拟角色的电子游戏《英雄联盟》的专家玩家进行观察和访谈所收集的数据。聚焦于丹尼尔·斯特恩(2010)的活力概念,我们分析了参与者在游戏过程中对看到其他虚拟角色并与之互动的描述。我们的分析表明,被调查者体验到基于人类的虚拟角色互动在性质上不同于与机器人的互动,被调查者将其他玩家虚拟角色的动作视为具有不同的表现风格,并且被调查者在游戏过程中积极地运用和操控这种虚拟角色的表现力。我们认为,我们的分析结果为放宽或反驳关于虚拟角色表现力限制的这三种说法提供了理由。

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