Perception of Personality Traits in Crowds of Virtual Humans

  • Lucas Nardino PUCRS
  • Diogo Schaffer PUCRS
  • Felipe Elsner PUCRS
  • Enzo Krzmienszki PUCRS
  • Victor Flávio de Andrade Araujo PUCRS
  • Gabriel Fonseca Silva PUCRS
  • Vinícius Jurinic Cassol PUCRS
  • Rodolfo Migon Favaretto PUCRS
  • Soraia Raupp Musse PUCRS

Resumo


This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in the virtual environment and etc. We are interested in investigating the way people perceive visual manifestations of virtual humans’ personality traits when they are interactive and organized in groups. Many applications in games and movies can benefit from the findings regarding the perceptual analysis with the main goal to provide more realistic characters and improve the users’ experience. We provide experiments with subjects and obtained results indicate that, although is very subtle, people perceive more the extraversion (the personality trait that we measured), into the crowds of virtual humans, when interacting with virtual humans behaviors, than when just observing as a spectator camera.

Palavras-chave: crowd simulation, virtual agents, perception, personality traits

Referências

S. R. Musse and D. Thalmann, “A model of human crowd behavior: Group inter-relationship and collision detection analysis,” in Computer Animation and Simulation ’97, D. Thalmann and M. van de Panne, Eds.Vienna: Springer Vienna, 1997, pp. 39–51.

N. Pelechano, J. M. Allbeck, and N. I. Badler, “Controlling individual agents in high-density crowd simulation,” in Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA ’07. Aire-la-Ville, Switzerland: Eurographics Association, 2007, pp. 99–108.

C. W. Reynolds, “Flocks, herds and schools: A distributed behavioral model,” SIGGRAPH Comput. Graph., vol. 21, no. 4, pp. 25–34, Aug. 1987.

R. L. Hughes, “A continuum theory for the flow of pedestrians,” Transportation Research Part B: Methodological, vol. 36, no. 6, pp.507–535, 2002.

A. Treuille, S. Cooper, and Z. Popović, “Continuum crowds,” ACM Trans. Graph., vol. 25, no. 3, pp. 1160–1168, Jul. 2006.

A. D. S. Antonitsch, D. H. M. Schaffer, G. W. Rockenbach, P. Knob, and S. R. Musse, “Bioclouds: A multi-level model to simulate and visualize large crowds,” in Computer Graphics International Conference. Springer, 2019, pp. 15–27.

S. R. Musse, V. J. Cassol, and C. R. Jung, “Towards a quantitative approach for comparing crowds,” Computer Animation and Virtual Worlds, vol. 23, no. 1, pp. 49–57, 2012.

R. Narain, A. Golas, S. Curtis, and M. C. Lin, “Aggregate dynamics for dense crowd simulation,” ACM Trans. Graph., vol. 28, no. 5, pp.122:1–122:8, Dec. 2009.

L. Zheng, D. Qin, Y. Cheng, L. Wang, and L. Li, “Simulating heterogeneous crowds from a physiological perspective,” Neurocomput., vol.172, no. C, pp. 180–188, Jan. 2016.

S. Paris, J. Pettré, and S. Donikian, “Pedestrian reactive navigation for crowd simulation: a predictive approach,” Comput. Graph. Forum, vol. 26, pp. 665–674, 2007.

F. Durupinar, N. Pelechano, J. Allbeck, U. Güdükbay, and N. I. Badler,“How the ocean personality model affects the perception of crowds,” IEEE Computer Graphics and Applications, vol. 31, no. 3, pp. 22–31, 2009.

P. Knob, M. Balotin, and S. R. Musse, “Simulating crowds with ocean personality traits,” in Proceedings of the 18th international conference on intelligent virtual agents, 2018, pp. 233–238.

G. F. Silva, P. Knob, D. A. Schlatter, C. G. Johansson, and S. R. Musse, “Moving virtual agents forward in space and time,” in 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 2020, Recife, Brazil, November 7-10, 2020. IEEE, 2020, pp. 1–10, doi: 10.1109/SBGames51465.2020.00026.

E. Zell, K. Zibrek, and R. McDonnell, “Perception of virtual characters,” in ACM SIGGRAPH 2019 Courses, 2019, pp. 1–17.

E. Zell, C. Aliaga, A. Jarabo, K. Zibrek, D. Gutierrez, R. McDonnell, and M. Botsch, “To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces,” ACM Transactions on Graphics (TOG), vol. 34, no. 6, Article 184, 2015.

M. Mori, “Bukimi no tani [the uncanny valley],” Energy, vol. 7, pp. 33–35, 1970

S. A. Lamer, T. D. Sweeny, M. L. Dyer, and M. Weisbuch, “Rapid visual perception of interracial crowds: Racial category learning from emotional segregation.” Journal of Experimental Psychology: General, vol.147, no. 5, pp. 683-701, 2018.

R. McDonnell, M. Larkin, S. Dobbyn, S. Collins, and C. O’Sullivan, “Clone attack! perception of crowd variety,” in ACM SIGGRAPH 2008 papers, 2008, pp. 1–8.

V. Araujo, R. M. Favaretto, P. Knob, S. R. Musse, F. Vilanova, and A. B. Costa, “How much do you perceive this? an analysis on perceptions of geometric features, personalities and emotions in virtual humans,” in Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents, 2019, pp. 179–181.

V. Araujo, B. Dalmoro, R. Favaretto, F. Vilanova, A. Costa, and S. Musse, “How much do we perceive geometric features, personalities and emotions in avatars?” in 2021 Computer Graphics International (CGI 2021), 2021, pp. 548-567.

F. Yang, J. Shabo, A. Qureshi, and C. Peters, “Do you see groups?: The impact of crowd density and viewpoint on the perception of groups,” in Proc. of the 18th Int. Conf. on Intelligent Virtual Agents, IVA'18, Nov. 2018, pp. 313–318.

M. Volonte, Y.-C. Hsu, K.-Y. Liu, J. P. Mazer, S.-K. Wong, and S. V. Babu, “Effects of interacting with a crowd of emotional virtual humans on users’ affective and non-verbal behaviors,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2020, pp. 293–302.

A. Goldenberg, E. Weisz, T. D. Sweeny, M. Cikara, and J. J. Gross, “The crowd-emotion-amplification effect,” Psychological science, vol. 32, no.3, pp. 437–450, 2021.

A. de Lima Bicho, R. A. Rodrigues, S. R. Musse, C. R. Jung, M. Paravisi, and L. P. Magalhães, “Simulating crowds based on a space colonization algorithm,” Computers & Graphics, vol. 36, no. 2, pp. 70–79, 2012.

G. Rockenbach, C. Boeira, D. Schaffer, A. Antonitsch, and S. R. Musse, “Simulating crowd evacuation: From comfort to panic situations,” in Proceedings of the 18th International Conference on Intelligent Virtual Agents, IVA ’18. New York, NY, USA: ACM, 2018, pp. 295–300.

P. Knob, V. F. A. Araújo, R. M. Favaretto, and S. R. Musse, “Visualization of interactions in crowd simulation and video sequences.” in 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), 2018, pp. 250-250:09, doi: 10.1109/SBGAMES.2018.00037

J. M. Digman, “Personality structure: Emergence of the five-factor model,” Annual Review of Psychology, vol. 41, pp. 417–440, 1990.

O. P. John, The ”Big Five” factor taxonomy: Dimensions of personality in the natural language and in questionnaire," in L. A. Pervin, Ed., Handbook of personality: Theory and research. New York, NY, USA: The Guilford Press, 1990, pp. 66–100.

W. Lord, Neo Pi-R: A Guide to Interpretation and Feedback in a WorkContext, 1st ed. London, UK: Hogrefe Ltd, 2007.

F. Durupınar, U. Güdükbay, A. Aman, and N. I. Badler, “Psychological parameters for crowd simulation: From audiences to mobs, ”IEEE TVCG, vol. 22, no. 9, pp. 2145–2159, 2016.

V. Araujo, J. Melgare, B. Dalmoro, and S. R. Musse, “Is the perceived comfort with cg characters increasing with their novelty, ”IEEE Computer Graphics and Applications, 2021, doi: 10.1109/MCG.2021.3090198

D. Helbing, I. J. Farkas, P. Molnar, and T. Vicsek, “Simulation of pedestrian crowds in normal and evacuation situations,” in International conference, Pedestrian and evacuation dynamics, 2001, pp. 21–58.

L. R. Goldberg, “An alternative "description of personality”: the big-five factor structure,” Journal of Personality and Social Psychology, vol. 59, no. 6,p p. 1216-1229, 1990.

R. M. Favaretto, L. Dihl, S. R. Musse, F. Vilanova, and A. B. Costa, “Using big five personality model to detect cultural aspects in crowds,” in 2017 30th SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI). IEEE, 2017, pp. 223–229.
Publicado
18/10/2021
Como Citar

Selecione um Formato
NARDINO, Lucas et al. Perception of Personality Traits in Crowds of Virtual Humans. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 117-125.