[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3607822.3614526acmconferencesArticle/Chapter ViewAbstractPublication PagessuiConference Proceedingsconference-collections
research-article

The Influence of Virtual Agent Visibility in Virtual Reality Cognitive Training

Published: 13 October 2023 Publication History

Abstract

For avatars - virtual bodys controlled by a human - an established visualization is to display incomplete visualizations, e.g. only head and torso. However, the preference for the body visibility of intelligent virtual agents (IVAs) - fully computer generated virtual humans - may differ. Additionally, the presence of IVAs can have a psychological effect on users that are similar to that of a real human, e.g. facilitation or inhibition of cognitive performance. To investigate the connection between these two topics, we examine the effects of an IVA’s level of body visibility on the users’ sense of social presence and task performance in virtual reality. In a within-subject user study, 30 participants solved anagram tasks in the presence of five different levels of visibility of our IVA: voice-only, mouth-only, head-only, upper body and full body. While we could not find any differences in the task performance of the users, lower levels of visibility led to a decreased feeling of social presence. Furthermore, by using eye tracking, we found that visually rich representations were looked at for a longer amount of time, but only during the explanation of the task. Afterwards, the users did not pay much visual attention to the agent anymore. Finally, preferences of the users show that the chosen representation is dependent on some factors; most importantly, it should support the users, but not distract them from their task.

References

[1]
Isabella Ågren and Annika Silvervarg. 2022. Exploring humanlikeness and the uncanny valley with furhat. In Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents. 1–3.
[2]
Bayan Alsharbi and Deborah Richards. 2017. Using Virtual Reality Technology to Improve Reality for Young People with Chronic Health Conditions. In Proceedings of the 9th International Conference on Computer and Automation Engineering (Sydney, Australia) (ICCAE ’17). Association for Computing Machinery, New York, NY, USA, 11–15. https://doi.org/10.1145/3057039.3057080
[3]
Jeremy Bailenson and Jim Blascovich. 2003. Interpersonal Distance in Immersive Virtual Environments. Personality & social psychology bulletin 29 (08 2003), 819–33. https://doi.org/10.1177/0146167203029007002
[4]
Robbert-Jan Beun, Eveliene de Vos, and Cilia Witteman. 2003. Embodied conversational agents: effects on memory performance and anthropomorphisation. In International workshop on intelligent virtual agents. Springer, 315–319.
[5]
María José Blanca Mena, Rafael Alarcón Postigo, Jaume Arnau Gras, Roser Bono Cabré, Rebecca Bendayan, 2017. Non-normal data: Is ANOVA still a valid option?Psicothema (2017).
[6]
Charles F Bond and Linda J Titus. 1983. Social facilitation: a meta-analysis of 241 studies.Psychological bulletin 94, 2 (1983), 265.
[7]
Jacob Cohen. 1992. A power primer.Psychological bulletin 112, 1 (1992), 155.
[8]
Rick Davidson and Ron Henderson. 2000. Electronic performance monitoring: A laboratory investigation of the influence of monitoring and difficulty on task performance, mood state, and self-reported stress levels. Journal of Applied Social Psychology 30, 5 (2000), 906–920.
[9]
David DeVault, Ron Artstein, Grace Benn, Teresa Dey, Ed Fast, Alesia Gainer, Kallirroi Georgila, Jon Gratch, Arno Hartholt, Margaux Lhommet, 2014. SimSensei Kiosk: A virtual human interviewer for healthcare decision support. In Proceedings of the 2014 international conference on Autonomous agents and multi-agent systems. 1061–1068.
[10]
Pedro Guillermo Feijóo-García, Mohan Zalake, Alexandre Gomes de Siqueira, Benjamin Lok, and Felix Hamza-Lup. 2021. Effects of Virtual Humans’ Gender and Spoken Accent on Users’ Perceptions of Expertise in Mental Wellness Conversations. Association for Computing Machinery, New York, NY, USA, 68–75. https://doi.org/10.1145/3472306.3478367
[11]
Ylva Ferstl, Sean Thomas, Cédric Guiard, Cathy Ennis, and Rachel McDonnell. 2021. Human or Robot? Investigating voice, appearance and gesture motion realism of conversational social agents. In Proceedings of the 21st ACM international conference on intelligent virtual agents. 76–83.
[12]
Manuel Guimarães, Rui Prada, Pedro A Santos, João Dias, Arnav Jhala, and Samuel Mascarenhas. 2020. The impact of virtual reality in the social presence of a virtual agent. In Proceedings of the 20th ACM International Conference on Intelligent Virtual Agents. 1–8.
[13]
Jonathon Derek Hart, Thammathip Piumsomboon, Gun A Lee, Ross T Smith, and Mark Billinghurst. 2021. Manipulating avatars for enhanced communication in extended reality. In 2021 IEEE International Conference on Intelligent Reality (ICIR). IEEE, 9–16.
[14]
Michael R Harwell, Elaine N Rubinstein, William S Hayes, and Corley C Olds. 1992. Summarizing Monte Carlo results in methodological research: The one-and two-factor fixed effects ANOVA cases. Journal of educational statistics 17, 4 (1992), 315–339.
[15]
Yuan He, André Pereira, and Taras Kucherenko. 2022. Evaluating data-driven co-speech gestures of embodied conversational agents through real-time interaction. In Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents. 1–8.
[16]
Adrian Hoffmann, Birk Diedenhofen, Bruno Verschuere, and Jochen Musch. 2015. A strong validation of the crosswise model using experimentally-induced cheating behavior. Experimental Psychology (2015).
[17]
K. Kim, L. Boelling, S. Haesler, J. Bailenson, G. Bruder, and G.F. Welch. 2018. Does a Digital Assistant Need a Body? The Influence of Visual Embodiment and Social Behavior on the Perception of Intelligent Virtual Agents in AR. In Proceedings of the IEEE Symposium on Mixed and Augmented Reality (ISMAR). 105–114.
[18]
Kangsoo Kim, Nahal Norouzi, Tiffany Losekamp, Gerd Bruder, Mindi Anderson, and Gregory Welch. 2019. Effects of Patient Care Assistant Embodiment and Computer Mediation on User Experience. In 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). 17–177. https://doi.org/10.1109/AIVR46125.2019.00013
[19]
Krzysztof Krejtz, Andrew T Duchowski, Anna Niedzielska, Cezary Biele, and Izabela Krejtz. 2018. Eye tracking cognitive load using pupil diameter and microsaccades with fixed gaze. PloS one 13, 9 (2018), e0203629.
[20]
Lucie Kruse, Fariba Mostajeran, and Frank Steinicke. 2023. High Levels of Visibility of Virtual Agents Increase the Social Presence of Users. In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 843–844.
[21]
Daniël Lakens. 2013. Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs. Frontiers in psychology 4 (2013), 863.
[22]
Na Liu and Ruifeng Yu. 2018. Determining effects of virtually and physically present co-actor in evoking social facilitation. Human Factors and Ergonomics in Manufacturing & Service Industries 28, 5 (2018), 260–267.
[23]
Matthew Lombard, Theresa B Ditton, and Lisa Weinstein. 2009. Measuring presence: the temple presence inventory. In Proceedings of the 12th annual international workshop on presence. 1–15.
[24]
Guido Makransky, Philip Wismer, and Richard E Mayer. 2019. A gender matching effect in learning with pedagogical agents in an immersive virtual reality science simulation. Journal of Computer Assisted Learning 35, 3 (2019), 349–358.
[25]
Mark Roman Miller, Hanseul Jun, Fernanda Herrera, Jacob Yu Villa, Greg Welch, and Jeremy N Bailenson. 2019. Social interaction in augmented reality. PloS one 14, 5 (2019), e0216290.
[26]
Xiongkuo Min, Guangtao Zhai, Ke Gu, Jing Liu, Shiqi Wang, Xinfeng Zhang, and Xiaokang Yang. 2017. Visual attention analysis and prediction on human faces. Information Sciences 420 (2017), 417–430.
[27]
Jang Ho Moon, Eunice Kim, Sejung Marina Choi, and Yongjun Sung. 2013. Keep the social in social media: The role of social interaction in avatar-based virtual shopping. Journal of Interactive Advertising 13, 1 (2013), 14–26.
[28]
Fariba Mostajeran, Melik Berk Balci, Frank Steinicke, Simone Kühn, and Jürgen Gallinat. 2020. The effects of virtual audience size on social anxiety during public speaking. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 303–312.
[29]
Fariba Mostajeran, Nadia Burke, Nazife Ertugrul, Kilian Hildebrandt, Joshua Matov, Noémie Tapie, Wilhelm Gottlieb Zittel, Pia Reisewitz, and Frank Steinicke. 2022. Anthropomorphism of Virtual Agents and Human Cognitive Performance in Augmented Reality. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 329–332.
[30]
Fariba Mostajeran, Nikolaos Katzakis, Oscar Ariza, Jann Philipp Freiwald, and Frank Steinicke. 2019. Welcoming a holographic virtual coach for balance training at home: two focus groups with older adults. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 1465–1470.
[31]
Fariba Mostajeran, Nikolaos Katzakis, Oscar Ariza, Jann Philipp Freiwald, and Frank Steinicke. 2019. Welcoming a Holographic Virtual Coach for Balance Training at Home: Two Focus Groups with Older Adults. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). 1465–1470. https://doi.org/10.1109/VR.2019.8797813
[32]
Fariba Mostajeran, Frank Steinicke, Oscar Javier Ariza Nunez, Dimitrios Gatsios, and Dimitrios Fotiadis. 2020. Augmented reality for older adults: Exploring acceptability of virtual coaches for home-based balance training in an aging population. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–12.
[33]
Kristine Nowak and Frank Biocca. 2003. The Effect of the Agency and Anthropomorphism on Users’ Sense of Telepresence, Copresence, and Social Presence in Virtual Environments. Presence Teleoperators & Virtual Environments (2003). https://doi.org/10.1162/105474603322761289
[34]
Catherine S Oh, Jeremy N Bailenson, and Gregory F Welch. 2018. A systematic review of social presence: Definition, antecedents, and implications. Frontiers in Robotics and AI 5 (2018), 114.
[35]
OpenAI. 2023. GPT-4. Technical Report.
[36]
Sung Park and Richard Catrambone. 2007. Social facilitation effects of virtual humans. Human factors 49, 6 (2007), 1054–1060.
[37]
Amanda Purington, Jessie G Taft, Shruti Sannon, Natalya N Bazarova, and Samuel Hardman Taylor. 2017. " Alexa is my new BFF" Social Roles, User Satisfaction, and Personification of the Amazon Echo. In Proceedings of the 2017 CHI conference extended abstracts on human factors in computing systems. 2853–2859.
[38]
Raoul Rickenberg and Byron Reeves. 2000. The Effects of Animated Characters on Anxiety, Task Performance, and Evaluations of User Interfaces. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (The Hague, The Netherlands) (CHI ’00). Association for Computing Machinery, New York, NY, USA, 49–56. https://doi.org/10.1145/332040.332406
[39]
Sara Santini, Vera Stara, Flavia Galassi, Alessandra Merizzi, Cornelia Schneider, Sabine Schwammer, Elske Stolte, and Johannes Kropf. 2021. User Requirements Analysis of an Embodied Conversational Agent for Coaching Older Adults to Choose Active and Healthy Ageing Behaviors during the Transition to Retirement: A Cross-National User Centered Design Study. International Journal of Environmental Research and Public Health 18, 18 (2021), 9681.
[40]
Emanuel Schmider, Matthias Ziegler, Erik Danay, Luzi Beyer, and Markus Bühner. 2010. Is it really robust? Reinvestigating the robustness of ANOVA against violations of the normal distribution assumption.Methodology: European Journal of Research Methods for the Behavioral and Social Sciences 6, 4 (2010), 147.
[41]
Susanne Schmidt, Gerd Bruder, and Frank Steinicke. 2019. Effects of virtual agent and object representation on experiencing exhibited artifacts. Computers & Graphics 83 (2019), 1–10.
[42]
Greg J Siegle, Naho Ichikawa, and Stuart Steinhauer. 2008. Blink before and after you think: Blinks occur prior to and following cognitive load indexed by pupillary responses. Psychophysiology 45, 5 (2008), 679–687.
[43]
Mel Slater and Martin Usoh. 1994. Body centred interaction in immersive virtual environments. Artificial life and virtual reality 1, 1994 (1994), 125–148.
[44]
Hiroki Tanaka and Satoshi Nakamura. 2021. Virtual Agent Design for Social Skills Training Considering Autistic Traits.Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference 2021 (Nov 2021), 4953–4956.
[45]
Melissa J Vilaro, Danyell S Wilson-Howard, Mohan S Zalake, Fatemeh Tavassoli, Benjamin C Lok, François P Modave, Thomas J George, Folakemi Odedina, Peter J Carek, and Janice L Krieger. 2021. Key changes to improve social presence of a virtual health assistant promoting colorectal cancer screening informed by a technology acceptance model. BMC Medical Informatics and Decision Making 21, 1 (2021), 1–9.
[46]
Matias Volonte, Andrew T Duchowski, and Sabarish V Babu. 2019. Effects of a virtual human appearance fidelity continuum on visual attention in virtual reality. In Proceedings of the 19th ACM international conference on intelligent virtual agents. 141–147.
[47]
Andreas Voss. 2004. Motivierte Wahrnehmung: selektive Aufmerksamkeit und entlastende Umdeutungen bei der Aufnahme valenter Informationen. Ph. D. Dissertation. Trier, Univ., Diss., 2004.
[48]
Janet H Walker, Lee Sproull, and R Subramani. 1994. Using a human face in an interface. In Proceedings of the SIGCHI conference on human factors in computing systems. 85–91.
[49]
Isaac Wang, Jesse Smith, and Jaime Ruiz. 2019. Exploring virtual agents for augmented reality. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–12.
[50]
Florian Weidner, Gerd Boettcher, Stephanie Arevalo Arboleda, Chenyao Diao, Luljeta Sinani, Christian Kunert, Christoph Gerhardt, Wolfgang Broll, and Alexander Raake. 2023. A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays. IEEE Transactions on Visualization and Computer Graphics (2023).
[51]
Boram Yoon, Hyung-il Kim, Gun A Lee, Mark Billinghurst, and Woontack Woo. 2019. The effect of avatar appearance on social presence in an augmented reality remote collaboration. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 547–556.
[52]
Robert B Zajonc. 1965. Social facilitation. Science 149, 3681 (1965), 269–274.
[53]
Mohan Zalake, Fatemeh Tavassoli, Kyle Duke, Thomas George, Francois Modave, Jordan Neil, Janice Krieger, and Benjamin Lok. 2021. Internet-based tailored virtual human health intervention to promote colorectal cancer screening: design guidelines from two user studies. Journal on Multimodal User Interfaces 15, 2 (2021), 147–162.
[54]
Catherine Amine Zanbaka, Amy Catherine Ulinski, Paula Goolkasian, and Larry F Hodges. 2007. Social responses to virtual humans: implications for future interface design. In Proceedings of the SIGCHI conference on Human factors in computing systems. 1561–1570.
[55]
Shuo Zhou, Timothy Bickmore, Amy Rubin, Catherine Yeksigian, Molly Sawdy, and Steven R Simon. 2018. User gaze behavior while discussing substance use with a virtual agent. In Proceedings of the 18th International Conference on Intelligent Virtual Agents. 353–354.

Cited By

View all
  • (2024)PuzzleAide: Comparing Audio and Embodied Assistants for MR Puzzle-SolvingProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3688899(1-3)Online publication date: 7-Oct-2024

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
SUI '23: Proceedings of the 2023 ACM Symposium on Spatial User Interaction
October 2023
505 pages
ISBN:9798400702815
DOI:10.1145/3607822
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 October 2023

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. cognitive training
  2. exergames
  3. virtual agents
  4. virtual reality
  5. visual representation

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

  • Bundesministerium für Bildung und Forschung (BMBF)

Conference

SUI '23
SUI '23: ACM Symposium on Spatial User Interaction
October 13 - 15, 2023
NSW, Sydney, Australia

Acceptance Rates

Overall Acceptance Rate 86 of 279 submissions, 31%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)127
  • Downloads (Last 6 weeks)12
Reflects downloads up to 14 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)PuzzleAide: Comparing Audio and Embodied Assistants for MR Puzzle-SolvingProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3688899(1-3)Online publication date: 7-Oct-2024

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media