Post - School of Computer Science and Statistics
Transcription
Post - School of Computer Science and Statistics
Do I trust you, abstract creature?: A study on personality perception of abstract virtual faces. Ylva Ferstl∗ Elena Kokkinara† Graphics, Vision and Visualisation Group Trinity College Dublin Rachel McDonnell ‡ Figure 1: Examples of the abstract faces used as stimuli, including examples of all three different head shapes (narrow, round, wide), eyes shapes (rectangle, almond, round) and eye sizes (small, medium, large) for each of the two characters (black, white). Abstract 1 Introduction Video games and animated movies often make use of abstractlooking characters that portray complex personalities or, in video games, they may interact with the player to influence the gameplay and experience. However, perceptual studies about the visual design of these characters have been limited and have not provided any guidelines as to how an abstract character can be used adequately to believably portray a certain personality. Previous research on the perception of human faces has shown that there are some rules for how certain features can influence perceptions of specific personality traits across different faces. We sought to investigate if and how such features could be used for more abstractand less human-looking characters, in order to provide some guidelines for artists wanting to create a character intended to portray certain personality traits. Studies in the field of social psychology have shown evidence that the dimensions of human facial features can directly impact the perception of personality of that human. Traits such as aggressiveness, trustworthiness and dominance have been directly correlated with facial features. If the same correlations were true for virtual faces, this could be a valuable design guideline to direct the creation of characters with intended personalities. In particular, this is relevant for extremely abstract characters that have minimal facial features (often seen in video games and movies), and rely heavily on these features for portraying personality. We conducted an exploratory study in order to retrieve insights about the way certain facial features affect the perceived personality, as well as affinity of very abstract virtual faces. We specifically tested the effect of different head shapes, eye shapes and eye sizes. Interestingly, our findings show that the same rules for real human faces do not apply to the perception of abstract faces, and in some cases are the complete reverse. These results provide us with a better understanding of the perception of abstract virtual faces, and a starting point for the creation of guidelines for how to portray personality using minimal facial cues. A large number of studies have shown that perception of certain personality traits are strongly influenced by certain human facial features. Our brains have evolved to process these features quickly and to draw immediate conclusions from them, such as whether the observed person is likely a threat or is a superior that requires subordinate behavior [Sell et al. 2009]. Even more so, we can recognize these traits not only in human counterparts, but also in non-human primates [Kramer et al. 2011; Kramer and Ward 2012], suggesting that this is a mechanism deeply rooted in evolution that happens automatically on the subconscious level. Keywords: face perception, character appeal, personality, physiognomy We were interested in the question whether these findings could be applied for the effective design of abstract virtual faces. This could provide some guidelines to help artists during creation of abstract characters, especially when aiming to create a certain personality, or when trying to affect the player’s choices and game experience. This can be of interest for example when presenting the player with a moral dilemma, as frequently used in the gameplay of the Fallout or the Witcher series, where a player’s perception of e.g. the trustworthiness and likeability of an advising character can influence the decision process. Concepts: •Computing methodologies → Perception; ∗ e-mail:[email protected] † e-mail:[email protected] ‡ email:[email protected] Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request c 2016 ACM. permissions from [email protected]. SAP ’16, July 22-23, 2016, Anaheim, CA, USA ISBN: 978-1-4503-4383-1/16/07$15.00 DOI: http://dx.doi.org/10.1145/2931002.2931014 We created an exploratory online survey to assess people’s perception of personality traits of abstract characters. We specifically aimed to test the effect of the facial width-to-height ratio (FWHR) and eye size, as previous studies on the perception of human faces have found effects of these on personality perception. Additionally, we manipulated the eye shape, an exploratory choice not linked to 39 previous research due to its restrictions to realistic human features. We believe that eye shape will be an important factor to consider for abstract characters, especially when other facial cues are limited, because of the important role of eyes in our attention to faces. ity perception; we consider our characters to have a neutral gender and omit any investigation of gender differences, however, we never formally tested if participants considered them to be gender neutral. We manipulated these three factors, FWHR, eye size and eye shape, for two different abstract virtual characters. Our results show that previous findings about the impact of certain human facial characteristics on personality perception may not apply to abstract virtual characters and may even be reversed in some cases. We discuss the implications for the design of video game and movie characters. 3 2 We then created three different eye shapes for each character; we chose to use an almond shape, inspired by the human eye shape, a circular shape, as it is often used for non-human characters, and a rectangular shape, which we thought would look even more abstract and robot-like. Each of these three shapes were presented in three different sizes. Combining all variations of eyes and head shapes, we had a stimulus set of 54 test images (see the entire dataset in Supplemental material). Stimuli Creation Two abstract virtual characters were retrieved from the game designed for the EU project POPULATE 1 . The two original models were manipulated with Autodesk 3ds Max to create a model with a wide-shaped, a round-shaped and a narrow-shaped head for each of the two characters (see examples in Figure 1). Background Studies have shown that a number of personal traits can be quickly detected from facial features, amongst these traits are personality [Kramer and Ward 2010; Little and Perrett 2007], sociosexuality [Boothroyd et al. 2008], trustworthiness [Stirrat and Perrett 2010] and aggression [Carré et al. 2009]. Facial width-to-height ratio (FWHR), the width of the face divided by the height of the upper face, has been hypothesised to be a cue of threat and dominance in the human face [Carré et al. 2009]. On a large scale meta-analysis study, Geniole et al. (2015) concluded that individuals with larger FWHR were judged by observers as more threatening, more dominant and less attractive, compared to those with smaller FWHRs [Geniole et al. 2015]. This was especially the case for male faces. Another characteristic that seems to affect personality judgments on human faces is eye size. This has been linked to perception of dominance [Keating 1985] and honesty [Zebrowitz et al. 1996]. Specifically, people tend to perceive faces with bigger eyes as more honest and less dominant. 4 Experiment We created an online questionnaire where each stimulus was presented once in random order, along with a 5-item questionnaire about the personality and affinity perception for each character. Participants were asked to rate perceived dominance, trustworthiness, aggressiveness, appeal and eeriness of the presented character on a 7-point Likert scale (see Supplemental material). Before starting the experiment, participants completed a set of five training items that were modelled after the test items with some additional explanations as to how to answer the presented questions. A study on the effect of these features on virtual human faces suggested that these traits might not apply to virtual characters [Wang et al. 2013]. In particular, wider virtual faces were not judged as less trustworthy, and in contrast to results from studies on real humans, wider faces were perceived as less aggressive compared to narrow faces. Furthermore, no link between eye size and ratings of dominance was found in this study, while big eyes were linked to increased honesty ratings only for female avatars. The questionnaire was distributed via social media. We collected data from 32 participants (11 females, ages 21-34 years, M = 26.4, SD = 3.97), all of whom gave informed consent regarding their participation. None of the participants were familiar with the used characters. 5 It is still unknown whether these factors have a similar effect on perceptions of personality of extremely abstract-looking characters that have minimal facial features. So far, studies have shown that for virtual characters, different render styles affect judgments about personality; for example, a cartoon style was rated as having a more agreeable personality than an ill-looking realistic rendering style [Zibrek and McDonnell 2014], while perception of likeability and intelligence were also judged differently in realistic-looking versus cartoon characters [Hyde et al. 2013]. Additionally, stylization parameters such as shape and material of virtual faces seem to affect perceptions of virtual characters [Zell et al. 2015]. However, it is still unknown whether facial features that have been found to influence perception of human faces could similarly influence the perception of abstract characters. Conceivably, the perception of a virtual character that has only a pair of round eyes on a simple spherical head might rely heavily on the configuration of these limited cues. Results We examined the effect of all three factors (head shape, eye shape and eye size) on the ratings given for each of the 5 questions (dominance, trustworthiness, aggressiveness, appeal, eeriness). We treated the questionnaire scores as ordinal data and analyzed the data by fitting a cumulative link model for the three factors, using clm from the R ordinal package [Christensen 2015]. Diverging stacked bar charts of questionnaire results for each factor can be seen in Figure 2. Perception of aggressiveness was significantly influenced by head shape (χ2 (2) = 62.81, p < .0001) as well as eye shape (χ2 (2) = 62.38, p < .0001), but not eye size. The narrow head shape was perceived as more aggressive than both the round and the wide head (both p < .0001), with no significant difference between the round and wide head. For the eye shape, the almond shape got the highest aggressiveness rating (p < .0001 compared to both other eye shapes), and rectangular eyes were perceived more aggressive than round eyes (p < .05). In our study, we explore how facial features of abstract characters affect perception of aggressiveness, dominance, trustworthiness, appeal and eeriness. In addition to the two factors discussed above, FWHR and eye size, we chose to manipulate eye shape; as previous studies have focused on human avatars, with the normal human eye shape, the potential of different eye shapes to influence personality perception has not been researched yet. Previous studies for human faces have included gender as an influencing factor for personal- For the personality trait of dominance, there was a significant effect of head shape (χ2 (2) = 84.77, p < .0001) and eye shape (χ2 (2) = 60.48, p < .0001), but no effect of eye size. Our results show that the narrow head shape was perceived as more dominant than both 1 http://www.populateproject.eu/ 40 χ2 (2) = 25.15, p < .0001). The round head shape was rated as most appealing (p < .05 compared to narrow shape and p < .001 compared to wide shape). For the eyes, the round shape was rated as most appealing (p < .0.01 compared to both rectangle and almond eyes), as well as the medium eye size (p < .05 compared to small and p < .0001 compared to large), with small eyes rated as more appealing than large eyes (p < .05). Eeriness was also significantly influenced by all three factors (head shape: χ2 (2) = 37.95, p < .0001; eye shape: χ2 (2) = 10.12, p < .01; eye size: χ2 (2) = 22.93, p < .0001). The narrow head shape was perceived as most eerie (p < .0001 compared to both other shapes). Almond shaped eyes were perceived as significantly more eerie than both round and rectangle eyes (both p < 0.05). Large eyes were rated as significantly more eerie than medium (p < .0001) and small eyes (p < .05). We used the likelihood ratio test to assess whether the interaction between the three factors are supported by the data for each question. The likelihood ratio statistic was small in all cases, meaning that interactions are not supported by the data. Furthermore, we tested whether the type of character was a significant factor influencing the personality and affinity ratings by adding it as a factor on the cumulative link model. We found that the character had a significant main effect on three of the ratings (aggressiveness (χ2 (1) = 30.31, p < .0001), dominance (χ2 (1) = 93.33, p < .0001) and trustworthiness (χ2 (1) = 16.16, p < .0001)). Main effects of the other factors remained the same when character was an additional factor. As previously, the likelihood ratio for the interaction term was small in all cases. 6 Discussion Previous studies for human faces have shown that some facial features predict the perception of personality traits for the observed face. We wanted to investigate whether the rules found for these associations also hold true for the perception of abstract virtual characters. Our results stand in contrast to some of the findings of personality perception for human faces. While a larger FWHR has been consistently linked with increased ratings of dominance and aggressiveness [Geniole et al. 2015], and may be linked with decreased ratings of trustworthiness [Stirrat and Perrett 2010; Wilson and Rule 2015], our results indicate that this is different for abstract virtual characters. Contrary to human face perception, we found narrow faces to be perceived as most aggressive as well as most dominant. Narrow faces were also perceived as most eerie, which could have negatively affected ratings of aggressiveness and dominance. Villains in animated movies also tend to have thin, long facial features (e.g in many Disney movies, such as Snow White, 101 Dalmatians, Peter Pan, The Lion King, etc.), which could affect FWHR associations for computer-generated characters. Figure 2: Stacked bar charts for the questionnaire scores. Plotted is the frequency of responses for each of the 7 rating scores, for all head shapes, eye shapes and eye sizes. (The y-axis represents the frequency of responses.) the round and the wide head (both p < .0001). For the eye shape, almond eyes were rated most dominant (p < .0001 compared to both other eye shapes), and rectangle eyes were perceived more dominant than round eyes (p < .01). Another facial feature previous research has linked to personality perception for human faces is eye size, with larger eyes being associated with increased ratings of trustworthiness [Zebrowitz et al. 1996], as well as decreased ratings of dominance [Keating 1985]. However, our results show that medium-sized eyes, not large eyes, were linked to the highest ratings of trustworthiness, while there was no effect on dominance ratings. Medium eyes also showed the highest ratings for appeal and the lowest for eeriness; large eyes received the lowest ratings for trustworthiness and appeal, and the highest ratings for eeriness. Hence a medium size was generally rated most positively. One reason for this difference to findings for human faces could be that natural human eye sizes have much lower variance than is possible for the creation of virtual characters. Therefore what is considered large for human eyes is still Perceived trustworthiness was significantly influenced by all three factors, head shape (χ2 (2) = 19.09, p < .0001), eye shape (χ2 (2) = 46.7, p < .0001) and eye size (χ2 (2) = 20.6, p < .0001). The narrow head shape was perceived as significantly less trustworthy than both the round (p < .0001) and the wide head (p < .05). Almond shaped eyes were perceived as significantly less trustworthy than both rectangle and round eyes (both p < .0001). Round eyes were rated more trustworthy than rectangle eyes (p < .05). The medium eye size was rated as most trustworthy (p < .01 compared to small eyes and p < .0001 compared to large eyes). Appeal was dependent on all three factors (head shape: χ2 (2) = 14.33, p < .001; eye shape: χ2 (2) = 9.22, p < .01; eye size: 41 Acknowledgements somewhat close to an average eye size; if eyes were enlarged artificially on photo-realistic stimuli, this might then lead to similar pattern as we observed here. Furthermore, the decreased ratings of dominance for human faces with larger eyes could be caused by these being a youthful feature [Keating 1985]; previous studies have shown that baby-faced adults were judged as less dominant, but more honest, warm and kind [Berry and McArthur 1985; Zebrowitz 1997; Todorov et al. 2008]. In an abstract character, large eyes may not elicit as strong an impression of immaturity due to lack of familarity. This might be one reason why we did not find an effect of eye size on perceived dominance. This research was funded by the Horizon 2020 EU POPULATE (644655) project, funded under the research and innovation programme, and sponsored by Science Foundation Ireland as part of the Cartoon Motion project. References B ERRY, D. S., AND M C A RTHUR , L. Z. 1985. Some components and consequences of a babyface. Journal of personality and social psychology 48, 2, 312. Next to FWHR and eye size, the third factor we manipulated was the characters’ eye shape. Our results indicate that the most humanlike shape, the almond shape, was perceived as most aggressive, most dominant, least trustworthy and most eerie. The reason for this negative rating for almond eyes might be that they were perceived as looking like the character was squinting its eyes due to a lack of other facial cues that would indicate this in a human face, such as a wrinkling of the skin around the eyes. Squinted eyes may make a face look more angry or mistrusting. 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