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Facial animacy in anthropomorphised designs: Insights from leveraging self-report and facial expression analysis for multimedia learning
Computers & Education ( IF 8.9 ) Pub Date : 2024-09-05 , DOI: 10.1016/j.compedu.2024.105150 Jeya Amantha Kumar
Computers & Education ( IF 8.9 ) Pub Date : 2024-09-05 , DOI: 10.1016/j.compedu.2024.105150 Jeya Amantha Kumar
Anthropomorphism is the act of attributing human-like characteristics to non-human objects and has played a key role in the field of emotional design in multimedia learning. Despite its significance, the relationship between animacy and anthropomorphism, particularly facial animacy, remains underexplored albeit its potential impact on learning engagement and emotional responses. Hence, this study aims to address this gap by examining the effects of facial animacy in anthropomorphised designs using a 3 × 2 design (none vs. static vs. animated) based on self-reported measure (SRM) and facial emotion recognition (FER) and how both measures are associated. The findings revealed discrepancies between both measures, with mostly moderate to weak correlations between hypothesised associations. SRM results indicated that face animacy decreased perceived boredom, while static and dynamic anthropomorphised designs increased curiosity. The FER results revealed notable similarities between designs without anthropomorphism and the static versions, highlighting that facial animacy led participants to express more joy and less neutral expressions. Additionally, neutral expressions were associated with lower enjoyment perception, while negative emotions, especially boredom, were linked to reduced attention.
中文翻译:
拟人化设计中的面部动画:利用自我报告和面部表情分析进行多媒体学习的见解
拟人化是将类人特征归因于非人类物体的行为,在多媒体学习的情感设计领域发挥了关键作用。尽管它很重要,但动物有灵性与拟人化之间的关系,尤其是面部动物有灵性,尽管它对学习参与度和情绪反应有潜在影响,但仍未得到充分探索。因此,本研究旨在通过使用基于自我报告测量 (SRM) 和面部情感识别 (FER) 的 3 × 2 设计(无与静态与动画)检查拟人化设计中面部动画的影响,以及这两种措施如何相关联。研究结果揭示了两种指标之间的差异,假设的关联之间大多存在中度至弱相关性。SRM 结果表明,面部敌意减少了感知到的无聊,而静态和动态拟人化设计增加了好奇心。FER 结果揭示了没有拟人化的设计与静态版本之间的显着相似之处,突出表明面部动画导致参与者表达更多的喜悦和更少的中性表情。此外,中性表达与较低的享受感知有关,而负面情绪,尤其是无聊,与注意力减少有关。
更新日期:2024-09-05
中文翻译:
拟人化设计中的面部动画:利用自我报告和面部表情分析进行多媒体学习的见解
拟人化是将类人特征归因于非人类物体的行为,在多媒体学习的情感设计领域发挥了关键作用。尽管它很重要,但动物有灵性与拟人化之间的关系,尤其是面部动物有灵性,尽管它对学习参与度和情绪反应有潜在影响,但仍未得到充分探索。因此,本研究旨在通过使用基于自我报告测量 (SRM) 和面部情感识别 (FER) 的 3 × 2 设计(无与静态与动画)检查拟人化设计中面部动画的影响,以及这两种措施如何相关联。研究结果揭示了两种指标之间的差异,假设的关联之间大多存在中度至弱相关性。SRM 结果表明,面部敌意减少了感知到的无聊,而静态和动态拟人化设计增加了好奇心。FER 结果揭示了没有拟人化的设计与静态版本之间的显着相似之处,突出表明面部动画导致参与者表达更多的喜悦和更少的中性表情。此外,中性表达与较低的享受感知有关,而负面情绪,尤其是无聊,与注意力减少有关。