Abstract
The paper describes a novel method for opinion elicitation, which is based on the popular 3D online world of “Second Life”. Here people, as avatars, are put into a somewhat realistic context related to the topic for which opinions are sought. We hypothesize that this kind of concrete, interactive context supports the evocation of opinions better than non-context methods, e.g. only showing related images. To confirm our hypothesis, we conducted a small pilot study, which compares the influence of static and interactive context methods on the opinions expressed by subjects. The opinion elicitation scenario in Second Life is supported by the automatic retrieval of opinions from the web. The results of a study indicate that subjects show more reasoned opinions in the interactive condition. A demo illustrating the content of this paper is available.
The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-3-642-02315-6_30
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© 2009 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering
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van Vliet, M., Neviarouskaya, A., Prendinger, H. (2009). Opinion Elicitation in Second Life. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2009. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 9. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02315-6_28
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DOI: https://doi.org/10.1007/978-3-642-02315-6_28
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-02314-9
Online ISBN: 978-3-642-02315-6
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