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Study II: FaceReader Data (Emotional Facial Expressions) after watching a Game Character

  • Alexandra Sierra Rativa (Contributor)
  • Marie Šafář (Creator)
  • Menno van Zaanen (Creator)

    Dataset

    Description

    We used two different body design features relating to a virtual beaver. The virtual beaver was designed with an artificial body (virtual robot animal) and a natural body (virtual animal) design. The four experimental conditions were: (11) artificial body with expressiveness (i.e., virtual robot animal with emotional facial expressions), (12) artificial body with non-expressiveness (i.e., virtual robot animal without emotional facial expressions, (21) Natural body with expressiveness (i.e., virtual animal with emotional facial expressions), (22) natural body with non-expressiveness (i.e., virtual animal without emotional facial expressions). The control condition: (33) an amorphous figure as a virtual character. The main questions: (1) Can the design appearance of the virtual animal affect the emotional facial expressions of the participants? (2) Which emotional facial expressions are displayed during each condition? (3) Which emotions are reported by the participant and by software during a distress event? (4) What is the relationship between empathy, immersion and emotional facial expressions elicited by the software?
    Date made available8 Feb 2022
    PublisherDataverseNL

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