Skip to main content

Behavioral Indicators of Interactions Between Humans, Virtual Agent Characters and Virtual Avatars

  • Conference paper
  • First Online:
  • 1004 Accesses

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12428))

Abstract

Simulations and games allow us to experience events as if they were really happening in a way that is safer and less expensive. Despite improvements in realism in these types of environments, one area that still presents a challenge is interpersonal interactions. The subtleties of what makes an interaction rich are difficult to define. As such, there is value in building on existing research into how individuals react to virtual characters to inform future investments.

Ultimately, the goal is to understand what might cause people to engage or disengage with virtual characters. To answer that question, it is important to establish metrics that would indicate when people believe their interaction partner is real, or has agency. This paper describes behavioral metrics explored as part of this research. The results provide valuable feedback on how users need to see and be seen by their interaction partner to ensure non-verbal cues provide context and additional meaning to the dialog. This study provides insight into areas of future research, offering a foundation of knowledge for further exploration and lessons learned.

This was a field study incorporating a novel approach to a real-life experience, a dialog with another individual. Two metrics are explored in this paper; gestural data and open-ended questions, which together provided insight into the information humans rely on and apply in these types of interactions to understand and be understood.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Maxwell, D.B., Griffith, T.S., Finkelstein, N.: The use of virtual worlds in the military services as part of a blended learning strategy. In: Handbook of Virtual Environments: Design, Implementation, and Applications, Second Edition, Orlando, CRC Press, pp. 959–999 (2014)

    Google Scholar 

  2. Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., Bailenson, J.N.: Immersive virtual environment technology as a methodological tool for social psychology. Psychol. Inquiry, 13, 103–124 (2002)

    Google Scholar 

  3. Csikszentmihalyi, M.: Finding Flow: The Psychology of Engagement with Everyday Life. Basic Books, New Hork (1998)

    Google Scholar 

  4. Pearce, J.: Engaging the learner: how can the flow experience support e-learning?,” In: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (2005)

    Google Scholar 

  5. Shernoff, D.J., Csikszentmihalyi, M., Schneider, B., Shernoff, E.S.: Student engagement in high school classrooms from the perspective of flow theory. In: Application of Flow in Human Development and Education, Dordrecht (2014)

    Google Scholar 

  6. Chang, C.-C., Liang, C., Chou, P.-N., Lin, G.-Y.: Is game-based learning better in flow experience and various types of cognitive loan than non-game based learning? Perspective from multimedia and media richness. In: Computers in Human Behavior (2017)

    Google Scholar 

  7. Blascovich, J., Loomis, J., Beall, A.C., Swinth, K.R., Hoyt, C.L., Bailenson, J.N.: Immersive virtual environment technology as a methodological tool for social psychology. In: Psychological Inquiry (2002)

    Google Scholar 

  8. de Melo, C.M., Gratch, J.: Beyond believability: quantifying the differences between real and virtual humans. In: International Conference on Intelligent Virtual Agents (2015)

    Google Scholar 

  9. Pena, J., Khan, S., Alexopoulos, C.: I am what I see: how avatar and opponent agent body size affects physical activity among men playing exergames. J. Comput.-Mediated Commun. (2016)

    Google Scholar 

  10. Heyselaar, E., Hagoort, P., Segaert, K.: In dialogue with an avatar, language behavior is identical to dialogue with a human partner. Behav. Res. Methods 49(1), 46–60 (2015). https://doi.org/10.3758/s13428-015-0688-7

    Article  Google Scholar 

  11. Blascovich, J.: A theoretical model of social influence for increasing the utility of collaborative virtual environments. In: Proceedings of the 4th International Conference on Collaborative Virtual Environments (2002)

    Google Scholar 

  12. de Melo, C.M., Gratch, J.: Beyone believability: quantifying the differences between real and virtual humans. In: International Conference on Intelligent Virtual Agents, pp. 109–118 (2015)

    Google Scholar 

  13. Jacobs, N., Garnham, A.: The role of conversational hand gestures in a narrative task. J. Memory Lang. 291–303 (2006)

    Google Scholar 

  14. Alibali, M.W., Heath, D.C., Myers, H.J.: Effects of visibility between speaker and listener on gesture production; some gestures are meant to be seen. J. Memory Lang. 44, 169–188 (2001)

    Google Scholar 

  15. Ozyurek, A.: Do speakers design their cospeech gesture for their addressees? The effects of addressee location on representational gestures. J. Memory Lang. 46, 688–704 (2002)

    Google Scholar 

  16. Krauss, R.M., Dushay, R.A., Chen, Y., Rauscher, F.: The communicative value of conversational hand gestures. J. Experimental Soc. Psychol. 31, 533–552 (1995)

    Google Scholar 

  17. Rime, B.: The elimination of visible behavior from social interactions: effects on verbal, non-verbal and interpersonal variables. Euro. J. Soc. Psychol. 12, 113–129 (1982)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to Tamara S. Griffith , Cali Fidopiastis , Patricia Bockelman-Morrow or Joan Johnston .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 This is a U.S. government work and not under copyright protection in the U.S.; foreign copyright protection may apply

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Griffith, T.S., Fidopiastis, C., Bockelman-Morrow, P., Johnston, J. (2020). Behavioral Indicators of Interactions Between Humans, Virtual Agent Characters and Virtual Avatars. In: Stephanidis, C., Chen, J.Y.C., Fragomeni, G. (eds) HCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality. HCII 2020. Lecture Notes in Computer Science(), vol 12428. Springer, Cham. https://doi.org/10.1007/978-3-030-59990-4_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-59990-4_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-59989-8

  • Online ISBN: 978-3-030-59990-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics