Abstract
This study investigated which features of AVATAR laughter are perceived threatening for individuals with a fear of being laughed at (gelotophobia), and individuals with no gelotophobia. Laughter samples were systematically varied (e.g., intensity, laughter pitch, and energy for the voice, intensity of facial actions of the face) in three modalities: animated facial expressions, synthesized auditory laughter vocalizations, and motion capture generated puppets displaying laughter body movements. In the online study 123 adults completed, the GELOPH <15 > (Ruch and Proyer, 2008a,b) and rated randomly presented videos of the three modalities for how malicious, how friendly, how real the laughter was (0 not at all to 8 extremely). Additionally, an open question asked which markers led to the perception of friendliness/maliciousness. The current study identified features in all modalities of laughter stimuli that were perceived as malicious in general, and some that were gelotophobia specific. For facial expressions of AVATARS, medium intensity laughs triggered highest maliciousness in the gelotophobes. In the auditory stimuli, the fundamental frequency modulations and the variation in intensity were indicative of maliciousness. In the body, backwards and forward movements and rocking vs. jerking movements distinguished the most malicious from the least malicious laugh. From the open answers, the shape and appearance of the lips curling induced feelings that the expression was malicious for non-gelotophobes and that the movement round the eyes, elicited the face to appear as friendly. This was opposite for gelotophobes. Gelotophobia savvy AVATARS should be of high intensity, containing lip and eye movements and be fast, non-repetitive voiced vocalization, variable and of short duration. It should not contain any features that indicate a down-regulation in the voice or body, or indicate voluntary/cognitive modulation.
Highlights
Virtual environments and virtual agents become more and more popular in various domains, such as e-learning [e.g., Zaíane (2002)], intervention programs [e.g., Rinck et al (2010)], games [e.g., Adobbati et al (2001)], and websites [i.e., in online shops; e.g., Grenci and Todd (2002)]
For the purpose of the current study, we investigated laughter expressed through face, voice, and body to identify which laughter features are perceived as malicious and identify features that should be avoided when creating gelotophobia-friendly laughter
Gelotophobia is a specific disposition that biases the perception of joyful stimuli
Summary
Virtual environments and virtual agents become more and more popular in various domains, such as e-learning [e.g., Zaíane (2002)], intervention programs [e.g., Rinck et al (2010)], games [e.g., Adobbati et al (2001)], and websites [i.e., in online shops; e.g., Grenci and Todd (2002)]. As one attempt of trying to increase the pleasurable component of interacting with a virtual agent, increase the engagement, and enhance the communication outcome, smiling and laughter as expressive features of positive affect have been implemented [e.g., Niewiadomski et al (2010), Ochs et al (2012), Hofmann (2014), Hofmann et al (under review)]. Individuals with a fear of being laughed at [gelotophobia, a universal phenomenon related to, but sufficiently distinct from social phobia; see Ruch and Proyer (2008a,b)] do not appreciate laughter, but see it as threatening and as a weapon [for a review, see Ruch et al (2014)]. The attempts to make virtual encounters more natural and rewarding by implementing smiles and laughter may lead to an aversive experience and a breakdown of the interaction for gelotophobes. The responses of gelotophobes to virtual laughter should be studied to (a) find out how virtual laughter can be programed to be “gelotophobiafriendly,” (b) specify the fear triggers in virtual agent laughter for a better insight in the phenomenon of gelotophobia, (c) eventually
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