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Virtual Game Show Host - Dr. Chestr Raghavi Sakpal University of North Carolina, Charlotte Dale-Marie Wilson University of North Carolina, Charlotte ABSTRACT This paper describes the design, implementation and evaluation of an interactive virtual human Dr. Chestr: Computerized Host En- couraging Students to Review. Game show hosts exert a unique personality that becomes the trademark of their respective game shows. Our aim is to create virtual humans that can interact nat- urally and spontaneously using speech, emotions and gesture. Dr. Chestr is our virtual game show host that exhibits a personality de- signed to increase user engagement. Dr. Chestr is designed to test users with questions about the C++ programming language and al- lows the user to communicate using the most natural form of inter- action, speech. We present the architecture and user evaluations of the Dr. Chestr Game Show. Index Terms: K.3.1 [Computers and Education ]: Computer Uses in Education—Computer-assisted instruction (CAI); K.8.0 [Per- sonal Computing]: General—Games 1 I NTRODUCTION In this paper we present Dr. Chestr see Figure 1 who is the virtual game show host of the Dr. Chestr game show. Dr. Chestr is an embodied virtual agent that allows users to communicate and in- teract with him via speech. Similar to popular game show hosts, Dr. Chestr is infused with a unique personality to promote user en- gagement and enjoyment. His game show questions are based on the C++ programming language and are geared towards providing a study tool for immature CS students learning basic programming concepts. Our main research goal is to determine the feasibility of developing a virtual human with a unique personality that is identi- fiable and entertaining. Figure 1: Dr. Chestr Research has shown that the presence of an animated agent is a contributing factor in user satisfaction in pedagogical applications. This research investigates the effects of a virtual human with a dis- tinct personality on user performance and satisfaction within an ed- ucational application, specifically a study tool. In this paper we will discuss the design and implementation of Dr. Chestr and the Dr. Chestr Show. This will be followed by a description of the user study and analysis of the results. The study evaluates user satis- faction and experience. Future work will investigate Dr. Chestr’s affect on user performance in a C++ programming course. e-mail: [email protected] e-mail:[email protected] 2 RELATED WORK Virtual Humans are animated humans that engage in face-to-face communication with users using facial expressions, gestures and speech [6]. Rea, built by Cassell, et al., is an example of virtual real estate agent which is capable of both multimodal input under- standing and output generation through gesture recognition, speech recognition, discourse, speech planning and synthesis [2]. Research has shown that users reaction to virtual agents are similar to their re- action to other people [8]. Users interactions with virtual agents are based on perceived human characteristics such as the agents help- fulness, expertise and friendliness [3]. Along these lines, the focus has now shifted from modeling and animation to imparting person- alities to make virtual humans more believable or realistic [5]. The believability of virtual humans is considered a main factor for their success [4]. Hence our focus is on personality and emotions as they influence the behavior of human characteristics. 3 OVERVIEW OF THE SYSTEM Dr. Chestr is our computerized virtual game show host that pro- vides a study tool for students learning programming concepts in the C++ programming language via a game show. The host quizzes the participants on concepts covered in the lecture and lab sessions of the Introductory course of Computer Science. The questions are posed in multiple choice or (T) rue/ (F) alse format. The users in- teract with Dr. Chestr via two modes, speech and mouse clicks. 3.1 Modeling Emotion and Personality An emotion is a state of mind that is depicted by expressions of feelings and changes in the body state [6]. To model Dr. Chestr’s emotions, we make use of the OCC model proposed by Ortony, Clore and Collins [1]. The OCC model proposes 22 emotion types defined in two cognitive state categories, namely positive and nega- tive based on the appraisal and cognitive structure of emotion. Var- ious emotions were chosen from this model to match Dr. Chestr’s personality. To model Dr. Chestr’s personality we have utilized The Five Fac- tor Model by Robert McCrae and Oliver John [7]. The five basic traits defined in this model are Extraversion (extrovert vs. intro- vert), Agreeableness (cooperative vs. antagonistic), Conscientious- ness (self- discipline), Neuroticism (anger, depression) and Open- ness (learn, appreciate and experience new things) [7]. We have assigned weights to each factor on a scale of 0-1 depending upon their significance in the definition of Dr. Chestr’s specific personal- ity. Dr. Chestr is designed to represent a young, dynamic male who is a professional and has a warm, outgoing and engaging persona. The weightings that define Dr. Chestr’s personality were chosen based on the following factors inclusive in Dr. Chestr’s personality: talkative, skilled in humor, aggressive, facially and gesturally expressive but not gregarious 0.9 skeptical, critical, not overly trusting and agreeable 0.3 self-indulgent and slightly unethical in responses 0.2 responses unconventional, original 0.4 no depression and anger 0.0 237 IEEE Virtual Reality 2011 19 - 23 March, Singapore 978-1-4577-0038-5/11/$26.00 ©2011 IEEE

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Virtual Game Show Host - Dr. ChestrRaghavi Sakpal∗

University of North Carolina, CharlotteDale-Marie Wilson†

University of North Carolina, Charlotte

ABSTRACT

This paper describes the design, implementation and evaluation ofan interactive virtual human Dr. Chestr: Computerized Host En-couraging Students to Review. Game show hosts exert a uniquepersonality that becomes the trademark of their respective gameshows. Our aim is to create virtual humans that can interact nat-urally and spontaneously using speech, emotions and gesture. Dr.Chestr is our virtual game show host that exhibits a personality de-signed to increase user engagement. Dr. Chestr is designed to testusers with questions about the C++ programming language and al-lows the user to communicate using the most natural form of inter-action, speech. We present the architecture and user evaluations ofthe Dr. Chestr Game Show.

Index Terms: K.3.1 [Computers and Education ]: Computer Usesin Education—Computer-assisted instruction (CAI); K.8.0 [Per-sonal Computing]: General—Games

1 INTRODUCTION

In this paper we present Dr. Chestr see Figure 1 who is the virtualgame show host of the Dr. Chestr game show. Dr. Chestr is anembodied virtual agent that allows users to communicate and in-teract with him via speech. Similar to popular game show hosts,Dr. Chestr is infused with a unique personality to promote user en-gagement and enjoyment. His game show questions are based onthe C++ programming language and are geared towards providinga study tool for immature CS students learning basic programmingconcepts. Our main research goal is to determine the feasibility ofdeveloping a virtual human with a unique personality that is identi-fiable and entertaining.

Figure 1: Dr. Chestr

Research has shown that the presence of an animated agent is acontributing factor in user satisfaction in pedagogical applications.This research investigates the effects of a virtual human with a dis-tinct personality on user performance and satisfaction within an ed-ucational application, specifically a study tool. In this paper wewill discuss the design and implementation of Dr. Chestr and theDr. Chestr Show. This will be followed by a description of the userstudy and analysis of the results. The study evaluates user satis-faction and experience. Future work will investigate Dr. Chestr’saffect on user performance in a C++ programming course.

∗e-mail: [email protected]†e-mail:[email protected]

2 RELATED WORK

Virtual Humans are animated humans that engage in face-to-facecommunication with users using facial expressions, gestures andspeech [6]. Rea, built by Cassell, et al., is an example of virtualreal estate agent which is capable of both multimodal input under-standing and output generation through gesture recognition, speechrecognition, discourse, speech planning and synthesis [2]. Researchhas shown that users reaction to virtual agents are similar to their re-action to other people [8]. Users interactions with virtual agents arebased on perceived human characteristics such as the agents help-fulness, expertise and friendliness [3]. Along these lines, the focushas now shifted from modeling and animation to imparting person-alities to make virtual humans more believable or realistic [5]. Thebelievability of virtual humans is considered a main factor for theirsuccess [4]. Hence our focus is on personality and emotions as theyinfluence the behavior of human characteristics.

3 OVERVIEW OF THE SYSTEM

Dr. Chestr is our computerized virtual game show host that pro-vides a study tool for students learning programming concepts inthe C++ programming language via a game show. The host quizzesthe participants on concepts covered in the lecture and lab sessionsof the Introductory course of Computer Science. The questions areposed in multiple choice or (T) rue/ (F) alse format. The users in-teract with Dr. Chestr via two modes, speech and mouse clicks.

3.1 Modeling Emotion and PersonalityAn emotion is a state of mind that is depicted by expressions offeelings and changes in the body state [6]. To model Dr. Chestr’semotions, we make use of the OCC model proposed by Ortony,Clore and Collins [1]. The OCC model proposes 22 emotion typesdefined in two cognitive state categories, namely positive and nega-tive based on the appraisal and cognitive structure of emotion. Var-ious emotions were chosen from this model to match Dr. Chestr’spersonality.

To model Dr. Chestr’s personality we have utilized The Five Fac-tor Model by Robert McCrae and Oliver John [7]. The five basictraits defined in this model are Extraversion (extrovert vs. intro-vert), Agreeableness (cooperative vs. antagonistic), Conscientious-ness (self- discipline), Neuroticism (anger, depression) and Open-ness (learn, appreciate and experience new things) [7]. We haveassigned weights to each factor on a scale of 0-1 depending upontheir significance in the definition of Dr. Chestr’s specific personal-ity. Dr. Chestr is designed to represent a young, dynamic male whois a professional and has a warm, outgoing and engaging persona.The weightings that define Dr. Chestr’s personality were chosenbased on the following factors inclusive in Dr. Chestr’s personality:

• talkative, skilled in humor, aggressive, facially and gesturallyexpressive but not gregarious 0.9

• skeptical, critical, not overly trusting and agreeable 0.3

• self-indulgent and slightly unethical in responses 0.2

• responses unconventional, original 0.4

• no depression and anger 0.0

237

IEEE Virtual Reality 2011

19 - 23 March, Singapore

978-1-4577-0038-5/11/$26.00 ©2011 IEEE

Page 2: [IEEE 2011 IEEE Virtual Reality (VR) - Singapore, Singapore (2011.03.19-2011.03.23)] 2011 IEEE Virtual Reality Conference - Virtual game show host — Dr. Chestr

To each factor, we created a sliding scale that maps the adjec-tives and definers to a value. Dr. Chestr’s personality definitionwas then mapped to the corresponding weights in each factor. Thegestures and facial expression that corresponded to the weightedfactors were then added to Dr. Chestr. They include winking, point-ing finger, clapping, smiling and a sad nod. Emotions like pleasure,surprise, sadness and anticipation from the OCC model were incor-porated into Dr. Chestr’s facial expressions. The development ofan extroverted, personable, intelligent, slightly conceited and sar-castic virtual human in Dr. Chestr was accomplished through thecombination of the afore-mentioned personality, emotions, facialexpressions and gestures. We represent Dr. Chestr’s personality asa combination of these factors.

E(0.9)+A(0.3)+C(0.2)+O(0.4)+N(0.0) (1)

4 EVALUATION STUDY

A usability study was conducted, 250 students enrolled in the intro-ductory computing course were recruited as subjects. A controlledexperiment was conducted in which each subject interacted withthe Dr. Chestr Show for one game segment (10 questions). In thisstudy, we have focused on Dr. Chestr’s interaction with the users -Dr. Chestr’s ability to understand users speech accurately, and howquickly he responds to the user (responsiveness). We also measuredusers perception of Dr. Chestr’s human-like charecteristics, includ-ing appearance, behavior, voice, personality, facial expressions andgestures.

4.1 Test of Positive and Negative Affect

Participants positive and negative affect were measured prior to theexperiment session and also immediately after the experiment ses-sion using the Watson, Clark and Tellegan Positive and NegativeAffect Test [Watson et. al 2000] . The test consisted of 10 posi-tive affect questions and 10 negative affect questions, measured ona Likert Scale (1 = very slightly or not at all, 5 = extremely).

Analysis of the PANAS positive score revealed that overall posi-tive affect increased from the pre-experiment sessions (M = 32.44,SD = 6.75) to the post-experiment sessions (M = 33.96, SD = 8.48), though the effect size was small see Figure 2. Analysis of thePANAS negative score revealed that there was a notable decreasefrom the pre-experiment sessions (M = 13.57, SD = 3.63) to thepost-experiment sessions (M = 12.19, SD = 3.32) see Figure 3.

Figure 2: Condition for Positive Score

4.2 Virtual Human Evaluation

A qualitative evaluation of Dr. Chestr was done post-experiment.Overall, the evaluation scores were quite high. Majority 78% of theusers found Dr. Chestr’s appearance realistic and his personalityidentifiable. They thought that Dr. Chestr was outgoing, approach-able and engaging (M = 19.92, SD = 4.61). 22% of the users foundDr. Chestr to be funny, witty and entertaining. Users indicated thatthey found interacting with Dr. Chestr intuitive, and his responsefast and clear (M = 17.53, SD = 2.46).

Figure 3: Condition for Negative Score

Users indicated that Dr. Chestr would be a useful study tool forIntroductory Courses in Computer Science and they would like touse Dr. Chestr again (M = 8.22, SD = 1.71). When asked whetherthey would have performed worse or same with another method ofpractice 43% users felt they would have done the same, while 57%of the users indicated that they would have done worse. Finally,80% users enjoyed interacting with Dr. Chestr and would use itagain, if made available.

5 CONCLUSION

Results show that users were able to identify Dr. Chestr’s person-ality. The virtual game show host enhanced the users experienceand made the interaction more enjoyable. Though not statisticallysignificant, the increase in users PANAS scores after interactionswith Dr. Chestr have significant implications in the recruitment andretention of computer science students. The successful develop-ment of a virtual human with an identifiable personality providesthe foundation for the development of virtual humans that representa specific culture.

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