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Gelotophobia and the challenges of implementing laughter into virtual agents interactions
Willibald F Ruch1, Tracey Platt1, Jennifer Hofmann1
1Personality and Assessment, Department of Psychology, University of Zurich , Zurich , Switzerland.
Researchers identified specific AVATAR laughter features perceived as threatening, especially for individuals with gelotophobia (fear of being laughed at). These findings inform the design of less threatening virtual agents for sensitive users.
Area of Science:
- Psychology
- Human-Computer Interaction
- Artificial Intelligence
Background:
- Gelotophobia, the fear of being laughed at, influences social interactions and perceptions.
- Virtual agents (AVATARs) are increasingly used in various applications, necessitating an understanding of their emotional expressiveness.
- Previous research has not systematically explored how specific AVATAR laughter features are perceived by individuals with and without gelotophobia.
Purpose of the Study:
- To investigate which features of AVATAR laughter are perceived as threatening or malicious by individuals with and without gelotophobia.
- To identify modality-specific (facial, auditory, body movement) laughter characteristics that elicit maliciousness.
- To provide design guidelines for creating AVATAR laughter that is less threatening for gelotophobic individuals.
Main Methods:
- An online study involving 123 adults who completed the GELOPH (fear of laughter scale).
- Participants rated videos of AVATAR laughter (animated faces, synthesized voices, motion-captured bodies) on scales of maliciousness, friendliness, and realness.
- Qualitative data was collected through an open-ended question about perceived laughter markers.
Main Results:
- Features perceived as malicious were identified across all AVATAR laughter modalities, with some being specific to gelotophobia.
- For facial expressions, medium intensity laughs were most malicious to gelotophobes.
- Auditory cues like fundamental frequency modulations and intensity variations, and body movements such as rocking and jerking, indicated maliciousness. Lip curling was perceived as malicious by non-gelotophobes, while eye movements were seen as friendly, with opposite perceptions for gelotophobes.
Conclusions:
- AVATAR laughter design should consider gelotophobia-specific perceptions to avoid eliciting fear or discomfort.
- To create less threatening AVATARs for gelotophobic individuals, laughter should be high intensity, variable, fast, and include specific lip and eye movements.
- AVATARs should avoid features indicating vocal or bodily down-regulation or voluntary modulation to appear less malicious.
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