Abstract

Unlike their human counterparts, artificial agents such as robots and game characters may be deployed with a large variety of face and body configurations. Some have articulated bodies but lack facial features, and others may be talking heads ending at the neck. Generally, they have many fewer degrees of freedom than humans through which they must express themselves, and there will inevitably be a filtering effect when mapping human motion onto the agent. In this article, we investigate filtering effects on three types of embodiments: (a) an agent with a body but no facial features, (b) an agent with a head only, and (c) an agent with a body and a face. We performed a full performance capture of a mime actor enacting short interactions varying the non-verbal expression along five dimensions (e.g., level of frustration and level of certainty) for each of the three embodiments. We performed a crowd-sourced evaluation experiment comparing the video of the actor to the video of an animated robot for the different embodiments and dimensions. Our findings suggest that the face is especially important to pinpoint emotional reactions but is also most volatile to filtering effects. The body motion, on the other hand, had more diverse interpretations but tended to preserve the interpretation after mapping and thus proved to be more resilient to filtering.

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