Using a human face in an interface
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
My partner is a real dog: cooperation with social agents
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
The impact of eye gaze on communication using humanoid avatars
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Messages embedded in gaze of interface agents --- impression management with agent's gaze
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exms: an animated and avatar-based messaging system for expressive peer communication
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
High-level control posture of story characters based on personality and emotion
Proceedings of the second Australasian conference on Interactive entertainment
Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interface agents as social models: the impact of appearance on females' attitude toward engineering
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces
Presence: Teleoperators and Virtual Environments
Providing expressive eye movement to virtual agents
Proceedings of the 2009 international conference on Multimodal interfaces
The effect of facial animation on a dancing character
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
A realistic, virtual head for human-computer interaction
Interacting with Computers
Emotional eye movement generation based on Geneva Emotion Wheel for virtual agents
Journal of Visual Languages and Computing
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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Blinking is one of the most important cues for forming person impressions. We focus on the eye blinking rate of avatars and investigate its effect on viewer subjective impressions. Two experiments are conducted. The stimulus avatars included humans with generic reality (male and female), cartoon-style humans (male and female), animals, and unidentified life forms that were presented as a 20-second animation with various blink rates: 9, 12, 18, 24 and 36 blinks/min. Subjects rated their impressions of the presented stimulus avatars on a seven-point semantic differential scale. The results showed a significant effect of the avatar's blinking on viewer impressions and it was larger with the human-style avatars than the others. The results also lead to several implications and guidelines for the design of avatar representation. Blink animation of 18 blinks/min with a human-style avatar produces the friendliest impression. The higher blink rates, i.e., 36 blinks/min, give inactive impressions while the lower blink rates, i.e., 9 blinks/min, give intelligent impressions. Through these results, guidelines are derived for managing attractiveness of avatar by changing the avatar's blinking rate.