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The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

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Page 1: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

The Effect of Interface on Social Action in Online Virtual Worlds

Anthony Steed

Department of Computer Science

University College London

Page 2: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 3: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Avatar Puppet Systems

• From the very early systems common behaviours emerged– Customisation of representation– Spatial group-forming behaviours– Social reactions– “Presence” or not in your avatar (i.e. being at the

keyboard) needs to be signalled with gestures, otherwise difficult to interact

Page 4: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Outline: Transparency & Boundaries

• Puppeteering systems take effort to express activity and motion

• Can be difficult for users to understand intentions and actions

• Immersive systems alleviate some of these barriers by making the interface transparent

• Do this by engaging the the user(s) in the virtual world, but we can envisage mixed-reality systems that break the boundary in a different way

Page 5: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Immersive Interfaces

Page 6: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Effectiveness of Immersive Interaction

Subjective Report

Tasks

Cognitive & Emotional

Behaviour

PhysiologicalAutonomic

Social

Page 7: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Effectiveness of Immersive Interaction

Subjective Report

Tasks

Cognitive & Emotional

Behaviour

PhysiologicalAutonomic

Social

Page 8: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Effectiveness of Immersive Interaction

Subjective Report

Tasks

Cognitive & Emotional

Behaviour

PhysiologicalAutonomic

Social

Page 9: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Effectiveness of Immersive Interaction

Subjective Report

Tasks

Cognitive & Emotional

Behaviour

PhysiologicalAutonomic

Social

“I felt as if I was being watched”

Page 10: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Effectiveness of Immersive Interaction

Subjective Report

Tasks

Cognitive & Emotional

Behaviour

PhysiologicalAutonomic

Social

Page 11: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Effectiveness of Immersive Interaction

Subjective Report

Tasks

Cognitive & Emotional

Behaviour

PhysiologicalAutonomic

Social

Page 12: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Why is Collaboration So Effective?

• Tracked gestures are immediately communicative• It is very easy to interpret gaze and pointing of the

other• Immersed users spend very little time

“manipulating” the interface

• Indeed in other experiments, users with immersive interfaces emerged as leaders over desktop interfaces users

Page 13: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Forgetting Which Hand is Which

Page 14: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Capturing the User

Page 15: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Eyecatching: Eyetracking Generation 2

Page 16: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 17: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 18: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 19: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Experiment Outline

• Task– Grab-Instructions

– Position-Instructions

• Measures– Time to do both types of instruction

– Errors in both types of instruction

– Conversational analysis

• Conditions– No eye movement

– Modelled eye gaze

– Tracked eye gaze

Page 20: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Results

Page 21: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Conversational Analysis

• Success– “OK, can you pick this cube”

– “This one?”

– “Yes”

Look at speaker

Look from head to cube

Point at cubeLook at speaker

Mutual gaze

Page 22: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Look at speaker

Look at speaker

Look at speaker

Conversational Analysis

• Failure– “OK, can you pick this cube”

– “This one?”

– “No, this one”, “This one?”

Look at speaker

Look from head to wrong cube

Point at wrong cubeLook at speaker

Mutual gaze

Look at cube

Page 23: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Technical Challenges

• Avatar representation• Lip synchronisation• End-to-end latency• Frame rate• Motion capture

• Capture real world so you can talk about it

Page 24: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Eye Gaze

Page 25: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Key Aspects

• Comparison with video as benchmark• Subjects answer as series of questions to a

confederate• Stage 1: Do users exhibit characteristic gaze,

blink and pupil dilation when they talk to a video or avatar-mediated representation of a questioner?

• Stage 2: Can independent observers detect lying when it is presented as an avatar?

Page 26: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 27: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 28: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Stage 1: Key Findings

• Participants have similar behaviour when speaking to an avatar or a video

Page 29: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 30: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Stage 2: Key Findings

Page 31: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Breaking Boundaries

Page 32: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

32

CaptureDestination

CaptureVisitor

DisplayVisitor

DisplayDestination

\\\\\

Asymmetric Collaboration

Page 33: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Immersion is great but …

• Immersive interfaces are expensive• You are bound to the metaphor where there is a

virtual place you go to

• Bring the avatar to you– Make it aware of the user and the space around you– Interpret the real world and interact with it

Page 34: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

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Demo Highlights

Panoramic Camera(PointGrey Ladybug 3)

Page 35: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 36: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London
Page 37: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Conclusions

Page 38: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Conclusions

• Collaboration can be very fluid with immersive interfaces– Several challenges remain concerning capture– Desirable to bring more of those capabilities to non-

immersive (passive capture) systems

• Many rules that can be applied to agents• We expect that asymmetric collaboration

situations will be more common in the future and this deserves further attention

Page 39: The Effect of Interface on Social Action in Online Virtual Worlds Anthony Steed Department of Computer Science University College London

Acknowledgements

• Eyecatching– William Steptoe, Robin Wolff, Alessio Murgia, Estefania

Guimaraes, John Rae, Wole Oyekoya

• Presenccia– Wole Oyekoya

• BEAMING– Will Steptoe, Wole Oyekoya, Tim Weyrich, Fabrizio

Pece, Jan Kautz– Partners at UB, Jean-Marie Normand, Mel Slater– www.beaming-eu.org