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Title: Examining Direct and Indirect Social Influence with Virtual Characters


1
Examining Direct and Indirect Social Influence
with Virtual Characters
Catherine ZanbakaWayne State UniversityFeb
13th, 2007
2
Outline
  • Introduction and Motivation
  • Related Work
  • My Research
  • Persuasion Experiment
  • Social Facilitation and Inhibition Experiment
  • Conclusions

3
Motivation
  • Virtual characters are already being used in
    various applications
  • Virtual environments
  • Instant messaging systems (e. g. Yahoo Messenger)
  • Online role-playing games (e.g. World of
    Warcraft)
  • Word processors (e. g. Microsoft Word)
  • And many more

4
Motivation
  • With the emergence of virtual characters in every
    day applications, understanding how people
    respond to this new medium is crucial.

5
Motivation
  • This research examines peoples responses to
    agents and avatars by replicating classical tests
    of human-human interaction from the field of
    social psychology, replacing the human role with
    a virtual character

6
Why virtual characters?
  • Flexibility and Control!!

7
Challenges
AI
Real-time Animation
Realistic Virtual Humans
HCI
8
Vision
  • Once we have a better understanding of how people
    respond to virtual characters..
  • Can we then study human behavior using virtual
    characters??

9
Research Questions
  • Do people respond to virtual characters similarly
    to the way they respond to real people or are
    there differences that are identifiable?
  • Does the visual realism of the virtual character
    affect how people respond to that character?
  • What role does the gender of the character and
    user play?

10
Preliminary Work
  • In real life, people are more willing to interact
    with a happy person than a sleepy or grumpy one.

11
Personality Study
Happy, Sleepy, and Grumpy Diana
  • Hypothesis The personality of a virtual human
    will have an effect on the amount of time
    participants are willing to help that virtual
    human on a task.

12
Personality Study
  • The task was to interact with Diana by answering
    a series of questions about various picture sets.
  • Participants instructed to spend about ten
    minutes with Diana
  • Diana told participants that they would be
    helping her with a test on visual memory.

13
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14
Lessons Learned
  • Directly compare to real people
  • Control condition
  • Data from human-human interaction to compare to
  • Zanbaka, C., Lok, B., Goolkasian, P., Hodges, L.
    F. (2005). "Lessons Learned in Assessing
    Human-Virtual Human Interaction". Advances in
    Virtual Environments Technology Musings on
    Design, Evaluation, Applications, (K. M.
    Stanney (Ed.)), Mahwah NJ Lawrence Erlbaum
    Associate, 2005.

15
Methodology
  • Replicate studies from social psychology
  • Direct and indirect social influence
  • Direct Persuasion
  • Indirect Social facilitation and inhibition
  • Factors of Interest
  • Gender of participants
  • Gender and realism of virtual character

16
Related Work Humans and Computers
  • Nass and colleagues (1996), have found that
    people interact, treat, and identify with
    computers and software agents similar to other
    humans

17
Related Work Humans and Computers
  • Sproull et al. 1996
  • Compared text display to talking face
  • People attribute personal traits to talking face
  • Kiesler et al. 1996
  • Prisoners dilemma game with computers
  • People follow social rules in interacting with
    computers
  • Friedman 1995
  • Tendency to react socially to technology not
    restricted to novices
  • Even experts credited or blamed computers

18
Related Work Social Psych
Negative
Static
Positive
  • Pertuab et al. (2002) fear of public speaking
    with avatars
  • Blascovich and Bailenson utility of virtual
    humans for social psych research

19
Related Work Applications
  • Assessment and rehab of ADHD (Rizzo et al. 2000)
  • Acting rehearsal (Slater et al. 2000)
  • Training for medical students (Johnsen et al.,
    2005, Raij et al., 2006)
  • Training for cultural protocols (Babu et al.,
    2006)

20
Persuasion Study
  • Zanbaka, C., Goolkasian, P., Hodges, L. F.
    (2006). "Can a virtual cat persuade you? The role
    of gender and realism in speaker persuasiveness."
    In Proceedings of CHI 2006, ACM Press (2006),
    1153 -1162.

21
Persuasion Study
  • Persuasion is a classic example of social
    influence from social psychology
  • Can a virtual character persuade a person to
    change his or her mind about a given topic?

22
Background Literature
  • Persuasion study by Mullennix et al. (2003)
  • Persuasive argument in either male or female
    human or synthetic voice
  • Degree of persuasion did not differ across human
    and synthetic speech, but female listeners were
    more persuaded than male listeners
  • Human speech was rated as preferable to synthetic
    for male and female
  • This study focused on the speech quality of the
    persuasive message, whereas the focus of our
    study is on the visual quality of the speaker
    delivering the persuasive argument

23
Experiment Overview
  • Filled out demographics questionnaire and
    attitude survey

Filled out attitude survey and subjective rating
questionnaires
24
Hypotheses
  • Hypothesis 1 Significant changes in attitude
    are expected in response to each of the speakers
    on the target topic.
  • Hypothesis 2 The gender of the speaker will have
    an effect on persuasiveness and on the ratings of
    the perceptions of the argument, message, and
    speaker.

25
Stimulus Materials
  • The persuasive argument was a passage in favor of
    university-wide comprehensive exams
  • Six speakers delivered the persuasive passage,
    where gender and realism were varied

26
Virtual Character
Virtual Human
Real Human
Male
Female
27
Participants
  • 138 participants (41 males, 97 females, mean age
    20.6, SD 4.09) from the University of North
    Carolina at Charlotte participated in the study

28
Software
  • OpenGL Graphics Rendering
  • Haptek Virtual Human Authoring

29
Hardware
30
Dependent Variables
  • Pre and posts tests Attitude survey covered 3
    control topics (raise in tuition, animal rights,
    and environmentalism) and the persuasive topic
    (comprehensive exams).
  • Rating scale from 1 (Completely Disagree) to 7
    (Completely Agree)
  • _____ 1) The use of animals for research purposes
    is inhumane and morally unjustified.
  • _____ 2) The proper disposal of industrial toxic
    waste is one of the most serious problems facing
    our country.
  • _____ 3) A 5 percent raise in tuition would be an
    unfair burden on the students who are attending
    the university.
  • _____ 4) Required comprehensive exams before
    college graduation, in a student's major, can
    benefit both the student and the university
    through increased corporate and individual
    donations.

31
Dependent Variables
  • Perception of the argument
  • Bad-good foolish-wise negative-positive
    beneficial-harmful effective-ineffective
    convincing-unconvincing
  • Perception of the message
  • Stimulating-boring, vague-specific,
    unsupported-supported, complex-simple,
    convincing-unconvincing, uninteresting-interesting
  • Perceptions of the speaker
  • Incompetent-competent, honest-dishonest,
    unassertive-assertive, uninformed-informed,
    untrustworthy-trustworthy, timid-bold

32
Design and Procedure
  • Filled out demographics questionnaire and
    attitude survey

Filled out attitude survey and subjective rating
questionnaires
33
Design and Procedure
34
Ginger and Amy
35
Tom and Jonathan
36
Results Data Analysis
  • Pre and Post Tests
  • Mean test scores were computed across
    participants for each of the message topics
  • Means were treated with a 2 x 3 x 2 ANOVA to test
    for the between subject effects of speakers
    gender, and speaker realism, and the within
    subject effect of pre and post testing

37
Results Data Analysis
  • A second ANOVA was conducted on the pre and post
    difference scores and the subjective ratings to
    explore interaction effects between the gender of
    listener and the gender of the speaker

38
Results Pre and Post Tests
  • All speakers were persuasive on comprehensive
    exam topic F(1, 132) 89.46, p lt 0.01, and
    tuition increase F(1, 132) 67.193, p lt 0.01.
  • Hypothesis 1 Significant changes in attitude
    are expected in response to each of the speakers
    on the target topic.

39
Persuasion Study - Results
40
Results Pre and Post Tests
  • Several participants thought tuition increase
    would pay for comprehensive exam
  • In a previous experiment, Mullennix, et al.
    (2003), also found a positive change in attitude
    on tuition increase
  • Planned comparison test showed attitude change on
    comprehensive exam topic was significantly
    greater than attitude change than on all 3
    control topics, tpaired(137) 8.09, p lt 0.01

41
Results Pre and Post Tests
  • The gender of the speaker did not have an effect
    on the speakers persuasiveness, F lt 1
  • Significant cross gender interaction for level of
    persuasion, F(1, 134) 5.78, p lt 0.05

42
Results - Rating Data
  • The gender of the speaker did not have an effect
    on of the perceptions of the argument, message,
    or speaker, Fs lt 1.
  • There were no significant effects of realism on
    perceptions of argument or message, Fs lt 1.
  • There were no interaction effects of listener
    gender and speaker gender on the perceptions of
    the argument, message, speaker, Fs lt 1.

43
Results - Rating Data
  • Virtual speakers were rated significantly more
    Bold,(F(2, 132) 7.91, p lt 0.01) than human
    speakers.

44
Conclusions - Persuasion
  • Virtual characters can be as persuasive as real
    people at changing attitudes
  • In certain cases, less realistic characters may
    be beneficial over realistic ones
  • In this study, gender was more important than
    realism!

45
Social Facilitation and Inhibition Experiments
  • Zanbaka, C., Ulinski, A., Goolkasian, P., Hodges,
    L. F. (2004). "Effects of Virtual Human Presence
    on Task Performance," Proceeding of the
    International Conference on Artificial Reality
    and Telexistence (ICAT), 174-181.
  • Zanbaka, C., Ulinski, A., Goolkasian, P., Hodges,
    L. F. "Social responses to virtual humans
    Implications for future interface design." To
    Appear in Proceedings of ACM CHI 2007.

46
Social Facilitation VS. Social Inhibition
  • How does the presence of others affect task
    performance?
  • Social facilitation People perform better in
    the presence of others than alone on a learned or
    simple task.
  • Social inhibition People perform worse in the
    presence of others than alone on a novel or
    complex task.

47
Hypothesis
  • Participants reactions to the presence of the
    real and virtual human will show social
    facilitation and inhibition effects

48
Design
WithinSubject
Between Subject
Group
49
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50
Participants
  • A total of 85 students (23 males, 62 females,
    mean age 23.7, SD 8.28) from the University
    of North Carolina at Charlotte participated in
    the study.

51
Software
  • SVE Simple Virtual Environments
  • OpenGL Graphics Rendering
  • Haptek Virtual Human Authoring

52
Hardware
Is 5 2 7?
Stimulus Presentation
Graphics Generator for Virtual Human
53
Dependent Variables
  • Task Performance Data
  • Accuracy of responses
  • Reaction times in ms
  • Math Anxiety Scale
  • Copresence
  • Other measures

54
Dependent Variables Tasks
  • Simple Math Tasks
  • Is 5 2 7?
  • Is 9 3 5?
  • Complex Math Tasks
  • Is (8 x 2) - (10 / 2) 4 15?
  • Is (9 / 3) (4 x 8) - 5 30?

Correct Response
Incorrect Response
55
Dependent Variables Math Anxiety
  • A total of 25 items that measure the
    participants level of anxiety by asking them to
    rate how anxious different math-related
    statements make them feel
  • Studying for a math test
  • Taking math section of college entrance exam
  • Taking an exam in a math course
  • Taking a final in a math course
  • .

56
Dependent Variables Co-presence
  • Refers to the participants sense of being with
    another person
  • Participants used a 7-point numerical scale to
    respond to seventeen items
  • I had a sense of being with the other
    person....
  • The experience seems to me more like interacting
    with a person...

57
Other Measures
  • Task anxiety participants rated their level of
    anxiety on a 7 point numerical scale
  • Post Experiment Interview
  • What did you think about the tasks you performed?
  • Did you feel like the other person was watching
    you? What percentage of time?
  • Were you worried about what the other person
    thought of your performance? Please Explain.

58
Virtual Human - Diana
59
Human (H) Condition
60
Virtual Human Projected (VHP) Condition
61
Virtual Human Immersive (VHI) Condition
62
Participant View from VHI
63
Input device for VHI
64
Results Data Analysis
  • Task performance data were treated with a 3 x 2
    x 2 ANOVA to test for
  • Between subject effect of group (Human, Virtual
    Human Projected, Virtual Human Immersive)
  • Within subject effects of task type (Simple vs.
    Complex) and audience (Alone vs. Audience).

65
Results Percent Correct
  • No performance differences among the groups
    (Human, Virtual Human Projected, Virtual Human
    Immersive), F(2, 82) 1.29, p  0.28.
  • Group variable did not interact with variables of
    interest
  • Task x audience x group, F(2, 82)  2.24, p
    0.11
  • Task x group, F lt 1
  • Audience x group, F(2, 82) 2.13, p 0.13.

66
Task by audience interaction for percent correct
data.
Significant interaction of task x audience,
F(1, 82) 10.46, p lt 0.01, ?2 0.11.
67
Results Reaction Times
  • No main effect of group (Human, Virtual
    Human Projected, Virtual Human Immersive), F(2,
    82) 1.31, p  0.28.
  • Group did not interact with other variables of
    interest
  • Task x audience x group, F lt 1 
  • Task x group, F(2, 82) 1.16, p 0.31
  • Audience x group, F(2, 82) 1.42, p 0.25 

68
Task by Audience interaction for reaction time
data.
Significant interaction of task x audience,
F(1, 82) 8.22, p lt 0.01, ?2 0.09
69
Results Other Measures
No significant differences among the groups on
any of these measures, Fs lt 1
70
Results Post-Experiment Interviews
  • The following comments from the participants
    during the debriefing session illustrate how the
    participants felt about the virtual human, Diana
  • When she coughed I felt like I was taking too
    long, like impatient??
  • Diana made me feel anxious, like I have to get
    the problems done quickly
  • I did not want Diana to think I was stupid
  • I went a little faster when she was watching me
  • When I took longer to answer a question, she was
    trying to peek at what I was doing, and she would
    clear her throat

71
Conclusions Social Facilitation/Inhibition
  • Participants were inhibited by the presence of
    real and virtual human
  • Both percent correct data and reaction time data
    worked in parallel
  • Although both the percent correct and reaction
    time data show trends towards a facilitation
    effect, the results were not strong enough to
    claim a facilitation effect.

72
Summary of Contributions
  • Provide evidence for researchers to be able to
    substitute virtual humans for real people in
    research settings
  • Develop guidelines to aid application designers
    involving virtual characters

73
Theoretical Contributions
  • Empirical evidence indicating that
  • Virtual characters can inhibit participants while
    working on a complex or novel task
  • Virtual characters with human voices are
    effective at changing attitudes about topics of
    interest
  • Some of the same cross gender effects found in
    human-human interactions carry over to
    interactions with virtual characters
  • The gender of the participant influences how the
    participant will respond to virtual characters

74
Practical Contributions
  • Helpful agents?
  • Gender of both agent and end-user

75
Future Vision
  • Once we establish that human-human interactions
    carry over to human-virtual human interaction..
  • Can we then begin to predict human behavior using
    virtual humans???

76
Future Directions
  • Applications!
  • Medical School
  • Student training, differential diagnosis
  • Diversity training
  • Childrens Hospital / Cancer Center
  • Pain distraction
  • Science Center
  • Virtual Human Teacher/Tour guide??

77
Acknowledgments
  • My advisor Larry F. Hodges
  • My co-advisor Paula Goolkasian
  • Rest of my committee Dr. Ribarsky, Dr. Barnes,
    Dr. Richter
  • Co-author and Human Condition Amy Ulinski
  • Members of Future Computing Lab
  • All the participants!!

78
Questions?
Contact Info Catherine Zanbaka czanbaka_at_uncc.edu
www.CatherineZanbaka.com
79
Challenges
Intelligent Systems and AI
Real-time Animation
MultimodalInteraction
Understanding Social Impact
80
Questions?
Contact Info Catherine Zanbaka czanbaka_at_uncc.edu
www.CatherineZanbaka.com
Thanks to My Committee FCL All the participants
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