The work builds an embodied virtual agent that uses GPT-4o-mini-2024-07-18 to generate dialogue and select nonverbal behaviors associated with extraversion or introversion. The model receives a personality definition, a negotiation or ice-breaking context, and a closed list of facial, bodily, and vocal actions. It does not generate motion from scratch: it selects labels and descriptions executed in Unity with a male Reallusion character, SALSA expressions, Mixamo/Reallusion animations, and ElevenLabs voices. A GPT also describes the available clips offline. Eric and Brian voices are assigned to the extraverted and introverted agents after a 15-person pilot, so voice identity, utterance length, gesture, and personality change together.
Experiment 1 runs ten conversations per scenario, with up to ten negotiation turns and eight ice-breaking turns. LIWC 2015 yields 15 differing categories in negotiation and 11 in ice-breaking after the authors retain only differences with p<.05 and Cohen's d>.5. Extraverted agents produce more words: 90.58 versus 56.30 in ice-breaking and 56.32 versus 41.46 in negotiation, with p<.001. A BERT-based personality classifier provides mixed validation. In negotiation, it classifies 68% of utterances from both agents as extraverted and the condition difference is not significant (χ²=2.65, p=.10). In ice-breaking, it classifies 97.5% of extraverted-agent and 50% of introverted-agent utterances as extraverted (χ²=20.92, p<.001). Nonverbal plots largely follow the stereotypes encoded in the action list: more gaze, smiling, wide gestures, loud volume, and fast pace for extraversion; more averted gaze, narrow gestures, low volume, and slow pace for introversion. No inferential tests are reported for those probabilities.
Experiment 2 shows recorded videos to 30 Prolific participants, 17 women and 13 men, assigned to negotiation or ice-breaking. Each participant compares extraverted and introverted agents and reports perceived extraversion and influential cues; their own extraversion is estimated using the two relevant BFI-10 items. The displayed means show a clear agent-type effect: extraverted agents receive 4.8–6.0 and introverted agents 3.4–3.9 on a seven-point scale; the paper reports F=44.57 and p<.001. Scenario does not reach significance (p=.086). Participants attribute more influence to verbal than nonverbal behavior, 60% for the extraverted agent and 63.3% for the introverted agent, and most judge behavior consistent: 66.7–93.3% answer yes for nonverbal and 73.3% for verbal behavior; nobody answers no.
This evidence shows recognizability of two deliberately contrasted presentations, not that an LLM discovered or maintained a general psychological personality. Prompts, response length, voice, animations, and action labels are designed to maximize stereotypical cues and are not isolated through ablations. There is no verbal-only, nonverbal-only, no-personality, human-script, or disembodied baseline. Seeing both conditions may also disclose the hypothesis. Experiment 1 utterances are nested within only ten dialogues per scenario but are analyzed with t-tests that do not model dependence; significant LIWC categories are filtered without multiple-comparison correction. The human study omits power analysis, randomization and order, degrees of freedom, effect sizes, and exclusion details. The reported F=2.99 with p=.622 for video version is internally implausible and cannot be checked without data.
No code, prompts, videos, full questionnaire, data, derived animation assets, analysis plan, or ethics record is linked, and targeted search did not locate an official repository. The paper also reports no ethics approval or consent despite the human study and does not analyze stereotyping risks or the proposed future use in therapy. The defensible contribution is a multimodal prototype and initial evidence that observers distinguish two strongly contrasted audiovisual configurations, especially in an informal social context. It does not establish generalization to other traits, agents, models, voices, bodies, cultures, tasks, or live interaction.