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http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/101594完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 洪一平 | zh_TW |
| dc.contributor.advisor | Yi-Ping Hung | en |
| dc.contributor.author | 詹凱淇 | zh_TW |
| dc.contributor.author | Kai-Chi Chan | en |
| dc.date.accessioned | 2026-02-11T16:37:47Z | - |
| dc.date.available | 2026-02-12 | - |
| dc.date.copyright | 2026-02-11 | - |
| dc.date.issued | 2026 | - |
| dc.date.submitted | 2026-02-04 | - |
| dc.identifier.citation | [1] Effects of immersive media on emotion and memory: An experiment comparing article, 360-video, and virtual reality. International Journal of Human-Computer Studies, 179:103118, 2023.
[2] Going to the movies in vr: Virtual reality cinemas as alternatives to in-person co-viewing. International Journal of Human-Computer Studies, 181:103150, 2024. [3] E. Burkov, I. Pasechnik, A. Grigorev, and V. S. Lempitsky. Neural head reenactment with latent pose descriptors. CoRR, abs/2004.12000, 2020. [4] X. Chu and T. Harada. Generalizable and animatable gaussian head avatar. arXiv preprint arXiv:2410.07971, 2024. [5] P. Ekman and R. J. Davidson. Voluntary smiling changes regional brain activity. Psychological Science, 1(5):342–345, 1990. [6] D. Hanson, A. Olney, S. Prilliman, E. Mathews, M. Zielke, D. Hammons, R. Fernandez, and H. Stephanou. Upending the uncanny valley. In Proceedings of the Twentieth National Conference on Artificial Intelligence, AAAI ’05, pages 1728–1729, Menlo Park, CA, 2005. AAAI Press. AAAI Workshop - Technical Report. [7] E. Hatfield, J. T. Cacioppo, and R. L. Rapson. Emotional Contagion. Cambridge University Press, 1994. [8] B. Kerbl, G. Kopanas, T. Leimkühler, and G. Drettakis. 3d gaussian splatting for real-time radiance field rendering. In ACM SIGGRAPH Conference Proceedings, 2023. [9] N. Krämer, S. Kopp, N. Sommer, and C. Becker-Asano. Smile and the world will smile with you - the effects of a virtual agent’s smile on users’ evaluation and non-conscious behavioral mimicry. International Journal of Human-Computer Studies, 01 2009. [10] K. Lander and N. L. Butcher. Recognizing genuine from posed facial expressions: Exploring the role of dynamic information and face familiarity. Frontiers in Psychology, 11:1378, 2020. [11] N. Lavie. Distracted and confused?: Selective attention under load. Trends in Cognitive Sciences, 9(2):75–82, 2005. [12] X. Li, S. D. Mello, S. Liu, K. Nagano, U. Iqbal, and J. Kautz. Generalizable one-shot neural head avatar, 2023. [13] S. Lieber-Milo, Y. Amichai-Hamburger, T. Yonezawa, and K. Sugiura. Cuteness in avatar design: A cross-cultural study on the influence of baby schema features and other visual characteristics. AI & Society, 40(3):627–637, 2024. [14] I. B. Mauss and M. D. Robinson. Measures of emotion: A review. Cognition and Emotion, 23(2):209–237, 2009. [15] A. Mohammed et al. Automatic estimation of smile genuineness using facial action unit dynamics. IEEE Transactions on Affective Computing, 2022. [16] S. Namba, R. Kabir, M. Miyatani, and T. Nakao. Dynamic displays enhance the ability to discriminate genuine and posed facial expressions of emotion. Frontiers in Psychology, 9:672, 2018. [17] S. Oh, J. Bailenson, N. Krämer, and B. Li. Let the avatar brighten your smile: Effects of enhancing facial expressions in virtual environments. PLOS ONE, 11:e0161794, 09 2016. [18] R. Ohara, C. L. Yang, T. Narumi, and H. Kuzuoka. Embodied laugh track: Supporting vr comedy viewing experience with multimodal laughter from virtual audience. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pages 1–7, 04 2025. [19] R. Ohara, C.-L. Yang, T. Narumi, and H. Kuzuoka. Understanding and supporting co-viewing comedy in vr with embodied expressive avatars, 2025. [20] S. Park, K. Lee, J. Lim, H. Ko, T. Kim, J. Lee, H. Kim, S. Han, J. Kim, S. Park, J. Lee, and E. C. Lee. Differences in facial expressions between spontaneous and posed smiles: Automated method by action units and three-dimensional facial landmarks. Sensors, 20(4):1199, 2020. [21] C. P. Principe and J. H. Langlois. Faces differing in attractiveness elicit corresponding affective responses. Cognition and Emotion, 25(1):140–148, 2011. [22] H. T. Reis, S. D. O’Keefe, and R. D. Lane. Fun is more fun when others are involved. The Journal of Positive Psychology, 12(6):547–557, 2017. [23] K. Segaran. Does avatar design in educational games promote a positive emotional experience among learners? Simulation & Gaming, 52(6):734–754, 2021. [24] J. Stuart, K. Aul, A. Stephen, M. D. Bumbach, and B. Lok. The effect of virtual human rendering style on perceived realism and social interaction. Frontiers in Virtual Reality, 3:864676, 2022. [25] P. Surakka and J. K. Hietanen. Facial and emotional reactions to duchenne and non-duchenne smiles. Cognition and Emotion, 6(2):129–154, 1992. [26] N. Tal-Or. The effects of co-viewers on the viewing experience. Communication Theory, 31(3):316–335, 2021. [27] J. Tsai, E. Bowring, S. Marsella, and M. Tambe. A study of emotional contagion with virtual characters. In Proceedings of the 12th International Conference on Intelligent Virtual Agents, pages 81–88, 09 2012. [28] Z.-J. Wang, Y.-R. Hou, Y. Kuang, H.-Y. Tang, Z.-Z. Zhao, and H.-X. Chen. The amplification effect of group-shared emotion. Advances in Psychological Science, 25(4):662–671, 2017. [29] J. Willis and A. Todorov. First impressions: Making up your mind after a 100-ms exposure to a face. Psychological Science, 17(7):592–598, 2006. [30] 徐裕淳. 探討與具有情緒虛擬人之互動對任務表現之影響. Master’s thesis, Jan 2019. | - |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/101594 | - |
| dc.description.abstract | 隨著虛擬人像在沉浸式體驗與互動情境中日益普及,虛擬角色的臉部外觀與情緒表情對觀者情緒反應的影響逐漸受到重視。本研究旨在釐清虛擬角色外觀與微笑來源表情的不同組合在何種條件下最能引發正向情緒感染(emotional contagion),並進一步分析虛擬場景配置對情緒感染效果之調節作用。
本研究共分為兩個階段。第一階段著重於實驗刺激之系統化建構,透過主觀評分程序蒐集參與者對微笑來源影片、虛擬角色外觀圖片與爆笑影片之評價,據此篩選出感染力高低不同之微笑來源、具差異化情緒特質之外觀圖片,以及適合後續 VR 呈現之爆笑影片。第二階段運用基於 Gaussian Splatting 的動畫生成技術,將選定之微笑來源重演於不同虛擬角色外觀上,建立外觀與微笑來源之交叉組合,並於虛擬實境中呈現以進行使用者評估。此外,本階段亦建置爆笑影片之共觀情境,以比較個別觀看與共觀觀看條件下正向情緒感染之差異。 本研究結果深化了對虛擬臉部外觀、微笑來源與虛擬場景呈現形式在情緒感染中所扮演角色之理解,並為沉浸式虛擬互動之情緒導向設計提供重要的理論基礎與實務貢獻。 | zh_TW |
| dc.description.abstract | As virtual humans become increasingly prevalent in immersive environments and interactive systems, the influence of virtual characters’ facial appearance and affective expressions on users’ emotional responses has gained growing scholarly attention. This study aims to clarify the conditions under which different combinations of virtual character appearance and smile-source expressions elicit the strongest positive emotional contagion, and further examines the moderating role of virtual scene configuration on contagion outcomes.
The research is divided into two main stages. The first stage focuses on the systematic construction of experimental stimuli. Through structured subjective evaluation procedures, participants rated smile-source videos, virtual character appearance images, and humorous video clips. These evaluations informed the selection of smile sources with varying levels of perceived contagion, appearance images associated with distinct affective characteristics, and humorous videos appropriate for subsequent VR presentation. The second stage employs a Gaussian Splatting–based animation framework to reenact the selected smile sources onto different virtual character appearances, generating a set of appearance–smile combinations for immersive presentation and user evaluation. This stage also incorporates a VR co-viewing scenario featuring the selected humorous videos, enabling comparison between individual and co-viewing conditions in eliciting positive emotional contagion. The findings advance understanding of how virtual facial appearance, smile-source expressions, and VR presentation configurations jointly contribute to emotional contagion, and provide important theoretical and practical implications for emotion-oriented design in immersive virtual interactions. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2026-02-11T16:37:47Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2026-02-11T16:37:47Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | Verification Letter from the Oral Examination Committee i
Acknowledgements iii 摘要 v Abstract vii Contents ix List of Figures xiii List of Tables xv Chapter 1 Introduction 1 Chapter 2 Related Works 5 2.1 Emotional Contagion in VR . . . . . . . . . . . . . . . . . . . . . . 5 2.2 Smiling Expressions and Facial Appearance . . . . . . . . . . . . . . 6 2.2.1 The Affective Impact of Smiling Expressions . . . . . . . . . . . . 6 2.2.2 The Affective Impact of Facial Appearance . . . . . . . . . . . . . 8 2.3 Facial Reenactment and Co-viewing in VR . . . . . . . . . . . . . . 9 2.3.1 Gaussian Splatting–Based Facial Reenactment . . . . . . . . . . . . 9 2.3.2 Co-viewing in VR . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Chapter 3 System Design 13 3.1 Overall Research Framework . . . . . . . . . . . . . . . . . . . . . 13 3.2 Stimulus Construction Pipeline . . . . . . . . . . . . . . . . . . . . 14 3.3 Smile Wall System Design . . . . . . . . . . . . . . . . . . . . . . . 15 3.4 Co-viewing Scene System Design . . . . . . . . . . . . . . . . . . . 17 Chapter 4 Implementation 19 4.1 Implementation Overview . . . . . . . . . . . . . . . . . . . . . . . 19 4.2 Stimulus Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . 20 4.2.1 Smile-source Processing and Classification . . . . . . . . . . . . . 20 4.2.2 Avatar Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.3 Facial Reenactment . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 4.4 VR Scene Implementation . . . . . . . . . . . . . . . . . . . . . . . 24 4.5 Experimental Flow and Data Logging . . . . . . . . . . . . . . . . . 26 Chapter 5 Experiments 29 5.1 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 5.2 Experiment Design . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 5.3 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 5.4 Measures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 5.5 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 5.5.1 Experiment 1: Smile Wall Conditions . . . . . . . . . . . . . . . . 34 5.5.2 Experiment 2: Co-viewing Conditions . . . . . . . . . . . . . . . . 35 Chapter 6 Discussions 39 6.1 Interpretation of Main Findings . . . . . . . . . . . . . . . . . . . . 39 6.2 Discussion of Experiment 1: Smile Wall . . . . . . . . . . . . . . . . 40 6.3 Discussion of Experiment 2: Co-viewing . . . . . . . . . . . . . . . 41 Chapter 7 Conclusion 43 Chapter 8 Future Work 45 References 47 | - |
| dc.language.iso | en | - |
| dc.subject | 虛擬實境 | - |
| dc.subject | 情緒感染 | - |
| dc.subject | 高斯潑濺 | - |
| dc.subject | 臉部表情 | - |
| dc.subject | 虛擬化身 | - |
| dc.subject | Virtual Reality | - |
| dc.subject | Emotional Contagion | - |
| dc.subject | Gaussian Splatting | - |
| dc.subject | Facial Expression | - |
| dc.subject | Avatar | - |
| dc.title | 虛擬角色外觀與微笑來源組合之設計對情緒感染之影響 | zh_TW |
| dc.title | The Design of Combining Avatar Appearance and Smile Source for Positive Emotional Contagion | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 114-1 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.oralexamcommittee | 林經堯;陳錫中;葛如鈞;胡敏君 | zh_TW |
| dc.contributor.oralexamcommittee | Jin-Yao Lin;Hsi-Chung Chen;Ju-Chun Ko;Min-Chun Hu | en |
| dc.subject.keyword | 虛擬實境,情緒感染高斯潑濺臉部表情虛擬化身 | zh_TW |
| dc.subject.keyword | Virtual Reality,Emotional ContagionGaussian SplattingFacial ExpressionAvatar | en |
| dc.relation.page | 50 | - |
| dc.identifier.doi | 10.6342/NTU202600299 | - |
| dc.rights.note | 同意授權(全球公開) | - |
| dc.date.accepted | 2026-02-06 | - |
| dc.contributor.author-college | 電機資訊學院 | - |
| dc.contributor.author-dept | 資訊工程學系 | - |
| dc.date.embargo-lift | 2026-02-12 | - |
| 顯示於系所單位: | 資訊工程學系 | |
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