[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ Skip to main content
Log in

Avatars as storytellers: affective narratives in virtual museums

  • Original Article
  • Published:
Personal and Ubiquitous Computing Aims and scope Submit manuscript

Abstract

This article explores the affective potential of virtual humans in virtual museum (VM) environments. Three avatars (personifying a curator, a guard, and a visitor, respectively) have been employed as storytellers introducing participants to the emotive story behind a historical sculpture. The emotional responses of a test group have been correlated to a range of factors, namely, the role acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender, and predispositions towards the sense of presence and affective responses. We review research related to the topic of presence and social presence in VMs, and position our experimental procedure as well as the findings of our study in this context. Theoretical frameworks, such as the Expectancy Violations Theory are used to interpret the key findings, which have not always confirmed the initial hypotheses. The outcome of our study may inform the design of avatars-as-storytellers in VMs on the basis of their affective potential, given the results of the study and, more importantly, the theoretical investigation of the factors, which conditioned the emotional responses observed.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price includes VAT (United Kingdom)

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7

Similar content being viewed by others

Notes

  1. ViMM (Virtual Multimodal Museums) Definition of a Virtual Museum, at https://www.vi- mm.eu/2018/01/10/the-vimm-definition-of-a-virtual-museum/

  2. https://www.louvre.fr/en/oeuvre-notices/arria-and-paetus

  3. Heeter further elaborates on the term positing that “Social presence refers to the extent to which other beings (living or synthetic) also exist in the world and appear to react to you” (1992).

  4. https://www.nvidia.com/en-us/geforce/products/10series/geforce-gtx-1060/

  5. https://www.oculus.com/rift/

  6. https://www.vicon.com/

  7. https://www.adobe.com/gr_en/products/fuse.html

  8. https://www.mixamo.com/

  9. https://www.maxon.net/

  10. The 3D exhibit has been downloaded from https://sketchfab.com/3d-models/arria-et-ptus-louvre-museum-e5dc1871b7654429b883b9e04c8418c4 and was uploaded by Benjamin Bardou.

  11. https://unity.com/

  12. Lip synching was carried out using SALSA LipSynch (https://crazyminnowstudio.com/) which performed real-time lip synching based on automatically analyzing the sound file of the actors’ voices recorded while narrating the story of Arria during the motion capture sessions.

  13. The motion capture system used was on Vicon’s solutions (https://www.vicon.com/) while the eye blinking was carried out using SALSA LipSynch (https://crazyminnowstudio.com/).

  14. That is, avatars looking at the direction of users as they were mostly static, at a certain point, during narration.

  15. A video of an indicative experimental session illustrating the viewing perspective of the immersed user can be found at: https://www.youtube.com/watch?v=DAiUtIuoiXk

  16. https://www.louvre.fr/en/oeuvre-notices/arria-and-paetus

  17. zarcrash.x10.mx/Questionnaire_Avatars_as_Storytellers.pdf

References

  1. Afifi WA, Burgoon JK (2000) The impact of violations on uncertainty and the consequences for attractiveness. Hum Commun Res 26(2):203–233

    Article  Google Scholar 

  2. Aylett R (1999) Narrative in virtual environments - towards emergent narrative. In: Papers from the 1999 AAAI Fall Symposium, Technical report FS-99-01. AAAAI Press, Menlo Park, pp 83–86

    Google Scholar 

  3. Beldad A, Hegner S, Hoppen J (2016) The effect of virtual sales agent (VSA) gender–product gender congruence on product advice credibility, trust in VSA and online vendor, and purchase intention. Comput Hum Behav 60:62–72

    Article  Google Scholar 

  4. Carrozzino M, Colombo M, Tecchia F, Evangelista C, Bergamasco M (2018) Comparing different storytelling approaches for virtual guides in digital immersive museums. In: Proceedings of the fifth International Conference on Augmented Reality, Virtual Reality and Computer Graphics, pp 292–302

    Chapter  Google Scholar 

  5. Dzardanova E, Kasapakis V, Gavalas D (2018) On the effect of social context in virtual reality: an examination of the determinants of human behavior in shared immersive virtual environments. IEEE Consumer Electronics Magazine 7(4):44–52

    Article  Google Scholar 

  6. Dzardanova E, Kasapakis V, Gavalas D, Sylaiou S (2019) Exploring aspects of obedience in VR-mediated communication. In: Proceedings of the 2019 11th International Conference on Quality of Multimedia Experience, pp 1–3

    Google Scholar 

  7. Gee JP (2003) What video games have to teach us about learning and literacy. Palgrave Macmillan, New York

    Book  Google Scholar 

  8. Heeter C (1992) Being there: the subjective experience of presence. Presence 1(2):262–271

    Article  Google Scholar 

  9. Holzwarth M, Janiszewski C, Neumann MM (2006) The influence of avatars on online consumer shopping behavior. J Mark 70(4):19–36

    Article  Google Scholar 

  10. Ibrahim N, Mohamad Ali N, Mohd Yatim NF (2015) Factors facilitating cultural learning in virtual architectural heritage environments. Journal on Computing and Cultural Heritage 8(2):1–20

    Article  Google Scholar 

  11. Isbister K, Nass C (2000) Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics. International Journal of Human-Computer Studies 53(2):251–267

    Article  Google Scholar 

  12. Jin SAA, Bolebruch J (2009) Avatar-based advertising in Second Life: the role of presence and attractiveness of virtual spokespersons. J Interact Advert 10(1):51–60

    Article  Google Scholar 

  13. Kasapakis V, Dzardanova E, Gavalas D, Sylaiou S (2018) Remote synchronous interaction in mixed reality gaming worlds. Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems, 13-15.

  14. Kim K, Maloney D, Bruder G, Bailenson JN, Welch GF (2017) The effects of virtual human’s spatial and behavioral coherence with physical objects on social presence in AR. Computer Animation and Virtual Worlds 28(3–4):e1771

    Article  Google Scholar 

  15. Koutsabasis P (2017) Empirical evaluations of interactive systems in cultural heritage: a review. International Journal of Computational Methods in Heritage Science 1(1):100–122

    Article  Google Scholar 

  16. Lee KM (2004) Presence, explicated. Communication Theory 14(1):27–50

    Article  Google Scholar 

  17. Liew TW, Tan SM (2018) Exploring the effects of specialist versus generalist embodied virtual agents in a multi-product category online store. Telematics Inform 35(1):122–135

    Article  Google Scholar 

  18. Mantovani G, Riva G (1999) “Real” presence: how different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence 8(5):540–550

    Article  Google Scholar 

  19. McCreery MP, Krach SK, Schrader PG, Boone R (2012) Defining the virtual self: personality, behavior and the psychology of embodiment. Comput Hum Behav 28:976–983

    Article  Google Scholar 

  20. McCreery MP, Schrader PG, Krach SK, Boone R (2013) A sense of self: the role of presence in virtual environments. Comput Hum Behav 29(4):1635–1640

    Article  Google Scholar 

  21. McCreery MP, Vallett DB, Clark C (2015) Social interaction in a virtual environment: examining socio-spatial interactivity and social presence using behavioral analytics. Comput Hum Behav 51:203–206

    Article  Google Scholar 

  22. McGoldrick PJ, Keeling KA, Beatty SF (2008) A typology of roles for avatars in online retailing. J Mark Manag 24(3–4):433–461

    Article  Google Scholar 

  23. Paliokas I, Kekkeris G, Georgiadou K (2008) Study of users’ behaviour in virtual reality environments. Int J Technol Knowledge Soc 4(1):121–132

    Article  Google Scholar 

  24. Papagiannakis G et al (2018) Mixed reality gamified presence and storytelling for virtual museums. In: Encyclopedia of Computer Graphics and Games. Springer, pp 1–13

  25. Parmar D, Olafsson S, Utami D, Bickmore T (2018) Looking the part: the effect of attire and setting on perceptions of a virtual health counselor. Proceedings of the 18th International Conference on Intelligent Virtual Agents, 301–306

  26. Qiu L, Benbasat I (2009) Evaluating anthropomorphic product recommendation agents: a social relationship perspective to designing information systems. J Manag Inf Syst 25(4):145–182

    Article  Google Scholar 

  27. Reeves B, Nass CI (1996) The media equation: how people treat computers, television, and new media like real people and places. Chicago, IL, US: Center for the Study of Language and Information; New York, NY, US: Cambridge University Press

  28. Rizvic S (2014) Story guided virtual cultural heritage applications. Journal of Interactive Humanities 2(1):Article 2

    Article  Google Scholar 

  29. Sheridan TB (1992) Musings on telepresence and virtual presence. Presence Teleop Virt 1:120–126

    Article  Google Scholar 

  30. Sheridan TB (1999) Decartes, Heidegger, Gibson, and God: toward an eclectic ontology of presence. Presence 8(5):551–559

    Article  Google Scholar 

  31. Sylaiou S, Kasapakis V, Dzardanova E, Gavalas D (2019) Assessment of virtual guides’ credibility in virtual museum environments, Proceedings of the 6th International Conference on Augmented Reality, Virtual Reality and Computer Graphics, 230–238.

  32. Sylaiou S, Kasapakis V, Gavalas D, Dzardanova E (2018) Leveraging mixed reality technologies to enhance museum visitor experiences, Proceedings of the 9th IEEE International Conference on Intelligent Systems, 595–601.

  33. Sylaiou S, Liarokapis F, Kotsakis K, Patias P (2009) Virtual museums, a survey and some issues for consideration. J Cult Herit 10(4):520–528

    Article  Google Scholar 

  34. Turkle S (1997) Multiple subjectivity and virtual community at the end of the Freudian century. Sociol Inq 67(1):72–84

    Article  Google Scholar 

  35. Vosinakis S (2017) Digital characters in cultural heritage applications. International Journal of Computational Methods in Heritage Science 1(2):1–20

    Article  Google Scholar 

  36. Vosinakis S, Koutsabasis P, Zaharias P (2011) An exploratory study of problem-based learning in virtual worlds. Proceedings of the 3rd International Conference on Games and Virtual Worlds for Serious Applications, 112–119

  37. Wyman B, Smith S, Meyers D, Godfrey M (2011) Digital storytelling in museums: observations and best practices. Curator: The Museum Journal 54(4):461–468

    Article  Google Scholar 

  38. Zahorik P, Jenison RL (1998) Presence as being in-the-world. Presence 7(1):78–89

    Article  Google Scholar 

Download references

Funding

This research is co-financed by the Greece and the European Union (European Social Fund- ESF) through the Operational Programme “Human Resources Development, Education and Lifelong Learning 2014-2020” in the context of the project “Social Interaction in Virtual Reality Environments” (MIS 5004223).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Stella Sylaiou.

Additional information

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Sylaiou, S., Kasapakis, V., Gavalas, D. et al. Avatars as storytellers: affective narratives in virtual museums. Pers Ubiquit Comput 24, 829–841 (2020). https://doi.org/10.1007/s00779-019-01358-2

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00779-019-01358-2

Keywords

Navigation