Emotional Contagion with Artificial Others. Effects of Culture, Physical Appearance, and Nonverbal Behavior on the Perception of Positive/Negative Affect in Avatars (original) (raw)

Cross-cultural study of expressive avatars

2004

Abstract Avatars play an important role in international online communities. While certain simple expressions, such as facial emotional expressions are cultural independent, more complex expressions might not be. Therefore we conducted a cross-cultural study to investigate the influence of the users' cultural background (Japanese or Dutch) on their perception of avatar's expressions in terms of perceived arousal and valence. A significant gender difference was found for valence.

Positive Preferences: The Emotional Valence of What an Avatar Says Matters

Cyberpsychology, Behavior, and Social Networking, 2017

This study examined preferences and ascriptions of human control for avatars associated with positive and negative language. An avatar is a graphical representation of an individual user in a virtual world. Users form judgments of other virtual world users based on the appearance and behavior of their avatars in the absence of physical cues. In particular, users have previously displayed sensitivity toward anthropomorphism and verbal behavior of avatars they encounter within virtual environments. Thus far, investigations of language in online and virtual spaces have been limited to specific contexts. University student participants and Amazon Mechanical Turk workers were shown two avatars. Each pair consisted of two out of three possible appearances: a tiger, a male, or a female. Each avatar was aligned with a different text introduction: one containing words of positive emotional valence and the other of negative emotional valence. Participants from both samples preferred avatars associated with positive language, regardless of appearance, but participants did not ascribe human control of an avatar based on either emotional valance or appearance. Significant differences for reported preferences and likeability demonstrate the salience of emotive language as a social cue even in short text introductions for avatars. These findings suggest that those we like and want to be around in virtual environments might not necessarily align with whom we view as human.

Understanding the Influence of Cultural Dimensions on the Interpretative Ability of People to Infer Personality from the Avatars: Evidence from Cultural Dimensions of Greece, Pakistan, Russia, and Singapore

53rd Hawaii International Conference on System Sciences, 2020

Avatar is a customized cartoon representation of the self and many people develop inferences about individuals' online representations through their avatar's facial appearance. Research has shown that avatars can signal information about the personality and social desires of a person [1]. Nonetheless, customizing an avatar enables control of self-representation that could potentially moderate the true personality traits of an individual. The customized facial appearance of the avatar affects people's ability to draw expressions [2], whereas, several cultural dimensions affect the interpretative ability of the people to construct personality inferences from the facial appearance of avatars. We found a significant relationship between neuroticism to uncertainty avoidance and masculinity, whereas, negative relationships were found between extraversion and masculinity, and agreeableness to uncertainty avoidance. The study uses three-dimensional avatars to capture detailed features and expressions on avatar faces.

Avatar culture: cross-cultural evaluations of avatar facial expressions

AI & SOCIETY, 2009

Avatars are increasingly used to express our emotions in our online communications. Such avatars are used based on the assumption that avatar expressions are interpreted universally among all cultures. This paper investigated cross-cultural evaluations of avatar expressions designed by Japanese and Western designers. The goals of the study were: (1) to investigate cultural differences in avatar expression evaluation and apply findings from psychological studies of human facial expression recognition, (2) to identify expressions and design features that cause cultural differences in avatar facial expression interpretation. The results of our study confirmed that (1) there are cultural differences in interpreting avatars' facial expressions, and the psychological theory that suggests physical proximity affects facial expression recognition accuracy is also applicable to avatar facial expressions, (2) positive expressions have wider cultural variance in interpretation than negative ones, (3) use of gestures and gesture marks may sometimes cause counter-effects in recognizing avatar facial expressions.

A frame effect in Avatar Customization: how users' attitudes towards their avatars may change depending on virtual context

The sense of " being there " that Virtual Reality/Worlds may promote in users depends on multiple factors, one being the relationship between users and the digital figures representing their agency/identity in the simulation (i.e., avatars). Avatars offer innovative resources for psychological assessment, such as clues about users' self-conception. However, avatar customization may vary depending on the Virtual World context it has to enter. We hypothesize that users may have different attitudes towards avatars created for different contexts; feel more or less represented by different avatars; and that such difference may be influenced by sex, self-esteem (evaluation of one's own self) and self-curiosity (disposition/interest to increase knowledge about one's own inner world). 87 students (45 females) created two avatars to be used in two different virtual contexts (i.e., Leisure vs. Job) and then responded to questions regarding attitudes towards both their own avatars, namely Similarity to Self, to Ideal Self, Attractiveness, and Difficulty in Customization. Moreover, they filled in validated questionnaires on self-esteem (Rosenberg Self-Esteem Scale) and self-curiosity (Self-Curiosity Attitude-Interest Scale). Results showed that Leisure-avatars were perceived easier to customize and more similar to self than Job-avatars. Analysis involving sex as another variable showed that this difference emerged in females specifically. Moreover, Leisure-avatars were also perceived more similar to ideal self than Job-avatars when controlling for self-curiosity. Discussion deals with implications for avatar assessment, in that attitudes towards avatars can be influenced by the virtual context, and by individual characteristics such as one's own disposition to understand him or herself.

Social evaluations of embodied agents and avatars

Computers in Human Behavior, 2011

The purpose of this study was to examine social evaluations (i.e., perceptions of empathy and positivity) following peoples' interactions with digital human representations. Female research participants engaged in a 3-min interaction while immersed in a 3-D immersive virtual environment with a ''peer counselor.'' Participants were led to believe that the peer counselor was either an embodied agent (i.e., computer algorithm) or an avatar (i.e., another person). During the interaction, the peer counselor either smiled or not. As predicted, a digitally-rendered smile was found to affect participants' social evaluations. However, these effects were moderated by participants' beliefs about their interaction partner. Specifically, smiles enhanced social evaluations of embodied agents but degraded them for avatars. Although these results are consistent with other findings concerning the communicative realism of embodied agents and avatars they uniquely demonstrate that people's beliefs alone, rather than actual differences in virtual representations, can impact social evaluations.

Cross-cultural study of avatars' facial expressions and design considerations within Asian countries

Intercultural collaboration, 2007

Avatars are increasingly used to express our emotions in our online communications. Such avatars are used based on the assumption that avatar expressions are interpreted universally among any cultures. However, our former study showed there are cultural differences in interpreting avatar facial expressions. This paper summarizes the results of cross cultural evaluations of avatar expressions among five Asian countries. The goals of this study are: 1) to investigate cultural differences in avatar expression evaluation and apply findings from Psychological study in human facial expression recognition, 2) to identify design features that cause cultural differences in avatar facial expression interpretation. The results confirmed that 1) there are cultural differences in interpreting avatars' facial expressions among Asian countries, and the psychological theory that suggests physical proximity affects facial expression recognition accuracy is also applicable to avatar facial expressions, 2) use of gestures and gesture marks may sometimes cause counter-effects in recognizing avatar facial expressions.

Saving Face in Front of the Computer? Culture and Attributions of Human Likeness Influence Users' Experience of Automatic Facial Emotion Recognition

Frontiers in Digital Humanities, 2018

In human-to-human contexts, display rules provide an empirically sound construct to explain intercultural differences in emotional expressivity. A very prominent finding in this regard is that cultures rooted in collectivism-such as China, South Korea, or Japan-uphold norms of emotional suppression, contrasting with ideals of unfiltered self-expression found in several Western societies. However, other studies have shown that collectivistic cultures do not actually disregard the whole spectrum of emotional expression, but simply prefer displays of socially engaging emotions (e.g., trust, shame) over the more disengaging expressions favored by the West (e.g., pride, anger). Inspired by the constant advancement of affective technology, this study investigates if such cultural factors also influence how people experience being read by emotion-sensitive computers. In a laboratory experiment, we introduce 47 Chinese and 42 German participants to emotion recognition software, claiming that it would analyze their facial micro-expressions during a brief cognitive task. As we actually present standardized results (reporting either socially engaging or disengaging emotions), we manipulate participants' impression of having matched or violated culturally established display rules in a between-subject design. First, we observe a main effect of culture on the cardiovascular response to the digital recognition procedure: Whereas Chinese participants quickly return to their initial heart rate, German participants remain longer in an agitated state. A potential explanation for this-East Asians might be less stressed by sophisticated technology than people with a Western socialization-concurs with recent literature, highlighting different human uniqueness concepts across cultural borders. Indeed, while we find no cultural difference in subjective evaluations of the emotion-sensitive computer, a mediation analysis reveals a significant indirect effect from culture over perceived human likeness of the technology to its attractiveness. At the same time, violations of cultural display rules remain mostly irrelevant for participants' reaction; thus, we argue that inter-human norms for appropriate facial expressions might be loosened if faces are read by computers, at least in settings that are not associated with any social consequence.

Avatars: The Other Side of Proteus's Mirror - A Study into Avatar Choice Regarding Perception

2019

The trend for online interactions, can be regarded as being ‘anti-socially social’, meaning that a great deal of time is spent playing, working and socializing with the internet serving as the communication conduit. Within that Virtual Social Environment very deep relationships are formed and maintained without the parties ever having met each other face-to-face. Raising the question how much does the physical appearance of an avatar influence the perception of the person behind it? Are relationships informed by appearance even in the virtual world and what implications does that have for second language acquisition? This paper leads to a small-scale research project where a selection of avatars with various racially identifiable characteristics were used to identify which avatars a second language speaker would feel more at ease interacting with in the target language. The resultant research aims to test three hypotheses regarding preferred avatar choice for second language users b...

The Effect of Image Features on Judgments of Homophily, Credibility, and Intention to Use as Avatars in Future Interactions

Avatar characteristics influence the perception of the people they represent in a process that is remarkably similar to the way physical bodies influence person perception offline. This is consistent with the Social Responses to Computer Technologies model, which argues that people respond similarly to computers and people as long as sources are perceived to be intelligent. Similarly, Information Processing Theory suggests that the viewers apply the same evaluation sequences to nearly all sources and that more processing resources are allocated to perceiving an entity with social potential. To address the extent to which static avatars are perceived to be intelligent and human like, or have social potential , participants (N D 261) each evaluated a random set of 10 images as potential avatars. The avatars varied with respect to level of computer manipulation, visible indicators of masculinity, and anthropomorphism (having human characteristics). Results confirm that even static avatars are anthropomorphized and that visual characteristics influence perceptions of the avatars. Level of computer manipulation, masculinity, and anthropomorphism all influence perceived levels of realism, competence, and the sense of homophily with the avatar. The implications of these results for theory, future research, and for users and designers of communication systems are discussed. Avatar characteristics have been shown to influence the perception of the person represented by the avatar, and the reaction to the information pre