Can gender categorization influence the perception of animated virtual humans?

Authors: V. Araujo, D. Schaffer, A. B. Costa, S. R. Musse

8 pages, 1 figure, 2 tables
License: CC BY 4.0

Results of the summarizing process for the arXiv paper: 2208.02386v1

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The use of Computer Graphics (CG) has enabled the creation of increasingly realistic animations, particularly in the representation of human models and behaviors through virtual humans. However, gender is a characteristic that is often stereotypically represented through movements, clothing, hair, and colors to ensure that virtual humans are understood by users as intended by designers. Therefore, it is essential to understand whether participants' perceptions change depending on how a virtual human is visually presented. In a previous study, two groups of people watched a video of a real 9-month-old baby reacting to four stimuli while sitting in front of a mirror. The participants were separated into two groups: one group was told the baby was female, and the other group was told the same baby was male. The study aimed to assess whether the baby's gender influenced participants' perception of emotional and semantic levels. To replicate this study using CG technology, researchers used a 3D model of a baby with animations for crawling, walking, and playing with a ball. Three stimulus objects were used for the virtual baby to interact with: a ball (positive reaction), jack-in-the-box (negative reaction), and colored unicorn (neutral reaction). Three videos were created for each object as stimuli. A questionnaire was then distributed to participants who watched these videos. Statistical analyses were conducted using Kruskal-Wallis tests with Bonferroni correction as post hoc tests, Mann-Whitney tests, and Chi-Square tests through Python libraries Statsmodels and SciPy. The results showed that people's emotional responses changed depending on the character gender attribute; in this case, only the difference in name affected their perception. The findings suggest that informing participants about the name of a virtual human can be enough to create gender perception that impacts their emotional response. Overall, this study highlights how CG technology can be used to investigate gender bias in relation to simulated babies and provides insight into how designers can guide modeling and animation of virtual humans to deliver the expected impact on the audience.
AI-generated keywords: Computer Graphics Virtual Humans Gender Bias Emotional Response Animation

AI-generated Key Points

  • Computer Graphics (CG) has enabled the creation of increasingly realistic animations, particularly in the representation of human models and behaviors through virtual humans.
  • Gender is often stereotypically represented through movements, clothing, hair, and colors to ensure that virtual humans are understood by users as intended by designers.
  • It is essential to understand whether participants' perceptions change depending on how a virtual human is visually presented.
  • In a previous study, two groups of people watched a video of a real 9-month-old baby reacting to four stimuli while sitting in front of a mirror. The participants were separated into two groups: one group was told the baby was female, and the other group was told the same baby was male.
  • To replicate this study using CG technology, researchers used a 3D model of a baby with animations for crawling, walking, and playing with a ball. Three stimulus objects were used for the virtual baby to interact with: a ball (positive reaction), jack-in-the-box (negative reaction), and colored unicorn (neutral reaction).
  • A questionnaire was then distributed to participants who watched these videos.
  • The results showed that people's emotional responses changed depending on the character gender attribute; in this case, only the difference in name affected their perception.
  • The findings suggest that informing participants about the name of a virtual human can be enough to create gender perception that impacts their emotional response.
  • This study highlights how CG technology can be used to investigate gender bias in relation to simulated babies and provides insight into how designers can guide modeling and animation of virtual humans to deliver the expected impact on the audience.
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Abstract: Animations have become increasingly realistic with the evolution of Computer Graphics (CG). In particular, human models and behaviors were represented through animated virtual humans, sometimes with a high level of realism. In particular, gender is a characteristic that is related to human identification, so that virtual humans assigned to a specific gender have, in general, stereotyped representations through movements, clothes, hair and colors, in order to be understood by users as desired by designers. An important area of study is finding out whether participants' perceptions change depending on how a virtual human is visually presented. Findings in this area can help the industry to guide the modeling and animation of virtual humans to deliver the expected impact to the audience. In this paper, we reproduce, through CG, a perceptual study that aims to assess gender bias in relation to a simulated baby. In the original study, two groups of people watched the same video of a baby reacting to the same stimuli, but one group was told the baby was female and the other group was told the same baby was male, producing different perceptions. The results of our study with virtual babies were similar to the findings with real babies. First, it shows that people's emotional response change depending on the character gender attribute, in this case the only difference was the baby's name. Our research indicates that by just informing the name of a virtual human can be enough to create a gender perception that impact the participant emotional answer.

Submitted to arXiv on 03 Aug. 2022

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