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실감형 게임에서 가상캐릭터의 감정 표현이 자기효능감 및 과제수행시간에 미치는 영향

Effects of Emotional Expressions of Virtual Characters on Self-efficacy and Performance in the Immersive Game

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주제분류교육학

초록

이 연구의 목적은 가상현실 기술을 활용한 실감형 게임에서 가상캐릭터의 감정 표현이 사용자의 자기효능감 및 과제수행시간에 미치는 영향을 탐색하는 것이다. 이를 위하여 연구(1)과 연구(2)를 실시했다. 연구(1)은 긍정적인 감정과 부정적인 감정을 효과적으로 전달하는 가상캐릭터 설계를 위해 예비캐릭터의 유형별로 연구참여자들이 지각한 감정 수준을 평가하는 것이었다. 23명의 연구참여자들은 기쁜 표정의 예비 캐릭터 유형과 화난 표정의 예비 캐릭터 유형 각 3개 중 어떤 표정의 캐릭터가 특정 감정 전달에 가장 효과적인지 평가했다. 연구(1)에서 최종 결정된 기쁜 표정 캐릭터와 화난 표정 캐릭터를 활용하여 24명의 연구참여자들과 연구(2)를 실시하였다. 연구(2)에서 상반된 얼굴 표정의 캐릭터들은 일련의 물체를 찾는 세 개의 탐색과제와 함께 제시되었다. 연구참여자들은 가상캐릭터가 삽입된 탐색과제를 하나씩 완료할 때마다 자기효능감과 과제수행시간을 측정하였고, 실험 데이터는 다변량분산분석의 반복측정방법을 적용했다. 자료 분석 결과 기쁜 표정의 가상캐릭터를 제시했을 때 사용자의 자기조절효능감과 과제난이도선호에 유의한 차이가 나타났으며 과제수행시간은 화난 표정의 캐릭터 제시 조건보다 더 적게 소요되었다. 이러한 연구 결과를 통해 사용자에게 가상캐릭터의 얼굴 표정과 같은 비언어적 표현을 제시하는 것만으로도 의도하는 감정을 유발할 수 있음을 알 수 있었다. 또한 가상캐릭터로부터 전이된 긍정적인 감정이 사용자의 자기효능감과 수행에 기여함을 알 수 있었다. 결론적으로 실감형 게임에서 사용자의 긍정적 감정과 정서적 상호작용을 촉발하기 위한 다양한 감정 설계 요인을 고려할 필요가 있다.

Abstract

This study aimed to examine the effects of emotional expression of virtual characters on users' self-efficacy and task performance in the immersive game utilizing virtual reality technology. To this end, Study (1) and (2) were conducted. Study (1) was to evaluate the level of emotion perceived by participants by type of preliminary character to design the virtual characters that effectively communicates positive and negative emotions. Twenty-three participants evaluated which of the three preliminary characters was the most effective in conveying certain emotions, with the character type with a happy expression and the reserve character type with an angry expression. We conducted a study (2) with 24 participants utilizing the finalized happy and angry facial characters in Study (1). In Study (2), characters with conflicting facial expressions were presented with three exploration tasks to find a set of objects. The participants measured their self-efficacy and task performance time each time they finished one task, and experimental data applied a MANOVA with repeated measures. Data analysis showed significant differences in participants' self-regulatory efficacy and task difficulty preferences when presenting happy-faced virtual characters, and task performance time took less than character presentation conditions with angry facial expressions. These findings show that just presenting nonverbal representations, such as facial expressions of virtual characters, to users can cause the intended emotions. It was also shown that positive emotions transmitted from virtual characters can contribute to users' self-efficacy and performance. In conclusion, it is necessary to consider various emotional design factors to trigger positive emotions and emotional interactions of users in the immersive games.

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