1
|
Do TD, Protko CI, McMahan RP. Stepping into the Right Shoes: The Effects of User-Matched Avatar Ethnicity and Gender on Sense of Embodiment in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2434-2443. [PMID: 38437125 DOI: 10.1109/tvcg.2024.3372067] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
In many consumer virtual reality (VR) applications, users embody predefined characters that offer minimal customization options, frequently emphasizing storytelling over user choice. We explore whether matching a user's physical characteristics, specifically ethnicity and gender, with their virtual self-avatar affects their sense of embodiment in VR. We conducted a $2\times 2$ within-subjects experiment ($\mathrm{n}=32$) with a diverse user population to explore the impact of matching or not matching a user's self-avatar to their ethnicity and gender on their sense of embodiment. Our results indicate that matching the ethnicity of the user and their self-avatar significantly enhances sense of embodiment regardless of gender, extending across various aspects, including appearance, response, and ownership. We also found that matching gender significantly enhanced ownership, suggesting that this aspect is influenced by matching both ethnicity and gender. Interestingly, we found that matching ethnicity specifically affects self-location while matching gender specifically affects one's body ownership.
Collapse
|
2
|
Bhattathiri SS, Bogovik A, Abdollahi M, Hochgraf C, Kuhl ME, Ganguly A, Kwasinski A, Rashedi E. Unlocking human-robot synergy: The power of intent communication in warehouse robotics. APPLIED ERGONOMICS 2024; 117:104248. [PMID: 38350296 DOI: 10.1016/j.apergo.2024.104248] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/26/2023] [Revised: 01/22/2024] [Accepted: 02/02/2024] [Indexed: 02/15/2024]
Abstract
As autonomous mobile robots (AMR) are introduced into workspace environments shared with people, effective human-robot communication is critical to the prevention of injury while maintaining a high level of productivity. This research presents an empirical study that evaluates four alternative methods for communicating between an autonomous mobile robot and a human at a warehouse intersection. The results demonstrate that using an intent communication system for human-AMR interaction improves objective measures of productivity (task time) and subjective metrics of trust and comfort.
Collapse
Affiliation(s)
| | - Anton Bogovik
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA
| | - Masoud Abdollahi
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA
| | - Clark Hochgraf
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA
| | - Michael E Kuhl
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA.
| | - Amlan Ganguly
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA
| | - Andres Kwasinski
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA
| | - Ehsan Rashedi
- Rochester Institute of Technology, 81 Lomb Memorial Drive, Rochester, NY, 14623, USA
| |
Collapse
|
3
|
Combe T, Fribourg R, Detto L, Norm JM. Exploring the Influence of Virtual Avatar Heads in Mixed Reality on Social Presence, Performance and User Experience in Collaborative Tasks. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2206-2216. [PMID: 38437082 DOI: 10.1109/tvcg.2024.3372051] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
In Mixed Reality (MR), users' heads are largely (if not completely) occluded by the MR Head-Mounted Display (HMD) they are wearing. As a consequence, one cannot see their facial expressions and other communication cues when interacting locally. In this paper, we investigate how displaying virtual avatars' heads on-top of the (HMD-occluded) heads of participants in a Video See-Through (VST) Mixed Reality local collaborative task could improve their collaboration as well as social presence. We hypothesized that virtual heads would convey more communicative cues (such as eye direction or facial expressions) hidden by the MR HMDs and lead to better collaboration and social presence. To do so, we conducted a between-subject study ($\mathrm{n}=88$) with two independent variables: the type of avatar (CartoonAvatar/RealisticAvatar/NoAvatar) and the level of facial expressions provided (HighExpr/LowExpr). The experiment involved two dyadic communication tasks: (i) the "20-question" game where one participant asks questions to guess a hidden word known by the other participant and (ii) a urban planning problem where participants have to solve a puzzle by collaborating. Each pair of participants performed both tasks using a specific type of avatar and facial animation. Our results indicate that while adding an avatar's head does not necessarily improve social presence, the amount of facial expressions provided through the social interaction does have an impact. Moreover, participants rated their performance higher when observing a realistic avatar but rated the cartoon avatars as less uncanny. Taken together, our results contribute to a better understanding of the role of partial avatars in local MR collaboration and pave the way for further research exploring collaboration in different scenarios, with different avatar types or MR setups.
Collapse
|
4
|
Lin J, Cronje J, Wienrich C, Pauli P, Latoschik ME. Visual Indicators Representing Avatars' Authenticity in Social Virtual Reality and Their Impacts on Perceived Trustworthiness. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4589-4599. [PMID: 37788202 DOI: 10.1109/tvcg.2023.3320234] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/05/2023]
Abstract
Photorealistic avatars show great potential in social VR and VR collaboration. However, identity and privacy issues are threatening avatars' authenticity in social VR. In addition to the necessary authentication and protection, effective solutions are needed to convey avatars' authenticity status to users and thereby enhance the overall trustworthiness. We designed several visual indicators (VIs) using static or dynamic visual effects on photorealistic avatars and evaluated their effectiveness in visualizing avatars' authenticity status. In this study we explored suitable attributes and designs for conveying the authenticity of photorealistic avatars and influencing their perceived trustworthiness. Furthermore, we investigated how different interactivity levels influence their effectiveness (the avatar was either presented in a static image, an animated video clip, or an immersive virtual environment). Our findings showed that using a full name can increase trust, while most other VIs could decrease users' trust. We also found that interactivity levels significantly impacted users' trust and the effectiveness of VIs. Based on our results, we developed design guidelines for visual indicators as effective tools to convey authenticity, as a first step towards the improvement of trustworthiness in social VR with identity management.
Collapse
|
5
|
Yoon B, Shin JE, Kim HI, Young Oh S, Kim D, Woo W. Effects of Avatar Transparency on Social Presence in Task-Centric Mixed Reality Remote Collaboration. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4578-4588. [PMID: 37782600 DOI: 10.1109/tvcg.2023.3320258] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/04/2023]
Abstract
Despite the importance of avatar representation on user experience for Mixed Reality (MR) remote collaboration involving various device environments and large amounts of task-related information, studies on how controlling visual parameters for avatars can benefit users in such situations have been scarce. Thus, we conducted a user study comparing the effects of three avatars with different transparency levels (Nontransparent, Semi-transparent, and Near-transparent) on social presence for users in Augmented Reality (AR) and Virtual Reality (VR) during task-centric MR remote collaboration. Results show that avatars with a strong visual presence are not required in situations where accomplishing the collaborative task is prioritized over social interaction. However, AR users preferred more vivid avatars than VR users. Based on our findings, we suggest guidelines on how different levels of avatar transparency should be applied based on the context of the task and device type for MR remote collaboration.
Collapse
|
6
|
Kim H, Park J, Lee IK. "To be or Not to be Me?": Exploration of Self-Similar Effects of Avatars on Social Virtual Reality Experiences. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4794-4804. [PMID: 37812546 DOI: 10.1109/tvcg.2023.3320240] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/11/2023]
Abstract
The growing interest in the self-similarity effect of avatars in virtual reality (VR) has spurred the creation of realistic avatars that closely mirror their users. However, despite extensive research on the self-similarity effect in single-user VR environments, our understanding of its impact in social VR settings remains underdeveloped. This shortfall exists despite the unique socio-psychological phenomena arising from the illusion of embodiment that could potentially alter these effects. To fill this gap, this paper provides an in-depth empirical investigation of how avatars' self-similarity influences social VR experiences. Our research uncovers several notable findings: 1) A high level of avatar self-similarity boosts users' sense of embodiment and social presence but has minimal effects on the overall presence and even slightly hinders immersion. These results are driven by increased self-awareness. 2) Among various factors that contribute to the self-similarity of avatars, voice stands out as a significant influencer of social VR experiences, surpassing other representational factors. 3) The impact of avatar self-similarity shows negligible differences between male and female users. Based on these findings, we discuss the pros and cons of incorporating self-similarity into social VR avatars. Our study serves as a foundation for further research in this field.
Collapse
|
7
|
Liu J, Burkhardt JM, Lubart T. Boosting Creativity through Users' Avatars and Contexts in Virtual Environments-A Systematic Review of Recent Research. J Intell 2023; 11:144. [PMID: 37504787 PMCID: PMC10382062 DOI: 10.3390/jintelligence11070144] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/21/2023] [Revised: 06/19/2023] [Accepted: 07/01/2023] [Indexed: 07/29/2023] Open
Abstract
As an artificial space extended from the physical environment, the virtual environment (VE) provides more possibilities for humans to work and be entertained with less physical restrictions. Benefiting from anonymity, one of the important features of VEs, users are able to receive visual stimuli that might differ from the physical environment through digital representations presented in VEs. Avatars and contextual cues in VEs can be considered as digital representations of users and contexts. In this article, we analyzed 21 articles that examined the creativity-boosting effects of different digital user and contextual representations. We summarized the main effects induced by these two digital representations, notably the effect induced by the self-similar avatar, Proteus effect, avatar with Social Identity Cues, priming effect induced by contextual representation, and embodied metaphorical effect. In addition, we examined the influence of immersion on creativity by comparing non-immersive and immersive VEs (i.e., desktop VE and headset VE, respectively). Last, we discussed the roles of embodiment and presence in the creativity in VEs, which were overlooked in the past research.
Collapse
Affiliation(s)
- Jiayin Liu
- LaPEA, Université Paris Cité and Univ Gustave Eiffel, 92100 Boulogne-Billancourt, France
| | | | - Todd Lubart
- LaPEA, Université Paris Cité and Univ Gustave Eiffel, 92100 Boulogne-Billancourt, France
| |
Collapse
|
8
|
Lin J, Cronje J, Kathner I, Pauli P, Latoschik ME. Measuring Interpersonal Trust towards Virtual Humans with a Virtual Maze Paradigm. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:2401-2411. [PMID: 37027704 DOI: 10.1109/tvcg.2023.3247095] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Virtual humans, including virtual agents and avatars, play an increasingly important role as VR technology advances. For example, virtual humans are used as digital bodies of users in social VR or as interfaces for AI assistants in online financing. Interpersonal trust is an essential prerequisite in real-life interactions, as well as in the virtual world. However, to date, there are no established interpersonal trust measurement tools specifically for virtual humans in virtual reality. This study fills the gap, by contributing a novel validated behavioural tool to measure interpersonal trust towards a specific virtual social interaction partner in social VR. This validated paradigm is inspired by a previously proposed virtual maze task that measures trust towards virtual characters. In the current study, a variant of this paradigm was implemented. The task of the users (the trustors) is to navigate through a maze in virtual reality, where they can interact with a virtual human (the trustee). They can choose to 1) ask for advice and 2) follow the advice from the virtual human if they want to. These measures served as behavioural measures of trust. We conducted a validation study with 70 participants in a between-subject design. The two conditions did not differ in the content of the advice but in the appearance, tone of voice and engagement of the trustees (alleged as avatars controlled by other participants). Results indicate that the experimental manipulation was successful, as participants rated the virtual human as more trustworthy in the trustworthy condition than in the untrustworthy condition. Importantly, this manipulation affected the trust behaviour of our participants, who, in the trustworthy condition, asked for advice more often and followed advice more often, indicating that the paradigm is sensitive to assessing interpersonal trust towards virtual humans. Thus, our paradigm can be used to measure differences in interpersonal trust towards virtual humans and may serve as a valuable research tool to study trust in virtual reality.
Collapse
|
9
|
Weidner F, Boettcher G, Arboleda SA, Diao C, Sinani L, Kunert C, Gerhardt C, Broll W, Raake A. 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; PP:2596-2606. [PMID: 37027741 DOI: 10.1109/tvcg.2023.3247072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Augmented Reality (AR) and Virtual Reality (VR) are pushing from the labs towards consumers, especially with social applications. These applications require visual representations of humans and intelligent entities. However, displaying and animating photo-realistic models comes with a high technical cost while low-fidelity representations may evoke eeriness and overall could degrade an experience. Thus, it is important to carefully select what kind of avatar to display. This article investigates the effects of rendering style and visible body parts in AR and VR by adopting a systematic literature review. We analyzed 72 papers that compare various avatar representations. Our analysis includes an outline of the research published between 2015 and 2022 on the topic of avatars and agents in AR and VR displayed using head-mounted displays, covering aspects like visible body parts (e.g., hands only, hands and head, full-body) and rendering style (e.g., abstract, cartoon, realistic); an overview of collected objective and subjective measures (e.g., task performance, presence, user experience, body ownership); and a classification of tasks where avatars and agents were used into task domains (physical activity, hand interaction, communication, game-like scenarios, and education/training). We discuss and synthesize our results within the context of today's AR and VR ecosystem, provide guidelines for practitioners, and finally identify and present promising research opportunities to encourage future research of avatars and agents in AR/VR environments.
Collapse
|
10
|
Nakagawa N, Odanaka K, Ohara H, Kisara S. Communication training for pharmacy students with standard patients using artificial intelligence. CURRENTS IN PHARMACY TEACHING & LEARNING 2022; 14:854-862. [PMID: 35914846 DOI: 10.1016/j.cptl.2022.06.021] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/02/2021] [Revised: 05/10/2022] [Accepted: 06/16/2022] [Indexed: 06/15/2023]
Abstract
INTRODUCTION The objective structured clinical examination (OSCE) is among validated approaches used to assess clinical competence through structured and practical evaluation. Most studies of OSCE have used standardized patients (SPs). However, to our knowledge, there is limited information regarding the specific communication skills enhanced by providing communication training (CT) with SPs. Recently, an artificial intelligence (AI) technology was developed. The aim of this study was to evaluate the experience and outcomes of CT with SPs and impact of using AI for this training. METHODS This study targeted fourth-year students participating in a pre-learning course for pharmacy practice experience offered at a Japanese university in 2020. The ENcode, Decode, Control, and REgulate model, which evaluates 24 communication skills, was utilized as a questionnaire-based survey. The survey was conducted prior to CT, following CT, and after a second CT session six weeks later with AI. RESULTS Seven skills, namely "desire suppression," "expectation acceptance," "facial expression," "emotional communication," "dominance," "maintaining relationships," and "dealing with disagreements," were enhanced by the CT with SPs. These skills were included in the broad categories of "management" and "expression" skills. They were not significantly enhanced by following AI training. However, differences observed between the students who underwent AI training and those who did not demonstrated a positive effect in almost all skills, suggesting that AI training can enhance certain skills. CONCLUSIONS CT with SPs enhances students' "management" and "expression" skills. Additionally, AI shows potential for improving the effect of CT.
Collapse
Affiliation(s)
- Naoto Nakagawa
- School of Pharmaceutical Sciences, Ohu University, 31-1 Misumido, Tomita-machi, Koriyama, Fukushima 963-8611, Japan.
| | - Keita Odanaka
- School of Pharmaceutical Sciences, Ohu University, 31-1 Misumido, Tomita-machi, Koriyama, Fukushima 963-8611, Japan.
| | - Hiroshi Ohara
- School of Pharmaceutical Sciences, Ohu University, 31-1 Misumido, Tomita-machi, Koriyama, Fukushima 963-8611, Japan.
| | - Shigeki Kisara
- School of Pharmaceutical Sciences, Ohu University, 31-1 Misumido, Tomita-machi, Koriyama, Fukushima 963-8611, Japan.
| |
Collapse
|
11
|
Zhang M, Ding S, Liu Y, Li H, Zhu Y, Qin C. Influence of Emojis on Online Trust Among College Students. Front Psychol 2021; 12:747925. [PMID: 34790151 PMCID: PMC8591041 DOI: 10.3389/fpsyg.2021.747925] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2021] [Accepted: 10/05/2021] [Indexed: 11/22/2022] Open
Abstract
Emojis are increasingly used in online communication and expression, however, most previous studies have focused on describing this phenomenon, but less on how it affects interpersonal trust relationships. Therefore, this study examines the effect of emojis on online interpersonal trust among college students through three experiments. A total of 62 college students were recruited for Experiment 1. The results demonstrated that positive emoji () improved the level of trust of trustors in the trust game [t(60) = –2.79, p = 0.007], whereas that of the control group exerted no effect on the initial level of online trust among college students. Then, 74 college students were selected for Experiment 2. The results indicated no significant differences between the experiment and control groups in terms of the influence of negative emojis () on initial online trust using. A joint analysis (via ANOVA) of Experiments 1 and 2 illustrated that the type of emoji exerted a significant effect [F(2,96) = 3.96, p = 0.02, η2 = 0.08] on college students’ online trust. Finally, we recruited 111 participants for Experiment 3 to explore the role of emojis on online trust among acquaintances. The results suggested that the individual propensity to trust plays a moderate role in the relationship between emojis and online trust among acquaintances. That is, emojis influenced interpersonal trust among acquaintances only if the level of propensity to trust, is low.
Collapse
Affiliation(s)
- Mei Zhang
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing, China
| | - Shuheng Ding
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing, China
| | - Yining Liu
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing, China
| | - Hailong Li
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing, China
| | - Yanchun Zhu
- Business School, Beijing Normal University, Beijing, China
| | - Chunlei Qin
- Office of Human Resources, Central University of Finance and Economics, Beijing, China
| |
Collapse
|