Laughter is a social signal capable of facilitating interaction in groups of people: it communicates interest, helps to improve creativity, and facilitates sociability. This article focuses on: endowing virtual characters with computational models of laughter synthesis, based on an expressivity-copying paradigm; evaluating how the physically co-presence of the laughing character impacts on the user's perception of an audio stimulus and mood. We adopt music as a means to stimulate laughter. Results show that the character presence influences the user's perception of music and mood. Expressivity-copying has an influence on the user's perception of music, but does not have any significant impact on mood.
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Titolo: | Implementing and evaluating a laughing virtual character | |
Autori: | ||
Data di pubblicazione: | 2017 | |
Rivista: | ||
Handle: | http://hdl.handle.net/11567/886209 | |
Appare nelle tipologie: | 01.01 - Articolo su rivista |