Title: Examining Direct and Indirect Social Influence with Virtual Characters
1Examining Direct and Indirect Social Influence
with Virtual Characters
Catherine ZanbakaWayne State UniversityFeb
13th, 2007
2Outline
- Introduction and Motivation
- Related Work
- My Research
- Persuasion Experiment
- Social Facilitation and Inhibition Experiment
- Conclusions
3Motivation
- 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
4Motivation
- With the emergence of virtual characters in every
day applications, understanding how people
respond to this new medium is crucial.
5Motivation
- 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
6Why virtual characters?
- Flexibility and Control!!
7Challenges
AI
Real-time Animation
Realistic Virtual Humans
HCI
8Vision
- Once we have a better understanding of how people
respond to virtual characters.. - Can we then study human behavior using virtual
characters??
9Research 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?
10Preliminary Work
- In real life, people are more willing to interact
with a happy person than a sleepy or grumpy one.
11Personality 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.
12Personality 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.
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14Lessons 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.
15Methodology
- 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
16Related 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
17Related 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
18Related 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
19Related 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)
20Persuasion 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.
21Persuasion 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?
22Background 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
23Experiment Overview
- Filled out demographics questionnaire and
attitude survey
Filled out attitude survey and subjective rating
questionnaires
24Hypotheses
- 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.
25Stimulus 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
27Participants
- 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
28Software
- OpenGL Graphics Rendering
- Haptek Virtual Human Authoring
29Hardware
30Dependent 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.
31Dependent 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
32Design and Procedure
- Filled out demographics questionnaire and
attitude survey
Filled out attitude survey and subjective rating
questionnaires
33Design and Procedure
34Ginger and Amy
35Tom and Jonathan
36Results 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
37Results 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
38Results 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.
39Persuasion Study - Results
40Results 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
41Results 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
42Results - 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.
43Results - Rating Data
- Virtual speakers were rated significantly more
Bold,(F(2, 132) 7.91, p lt 0.01) than human
speakers.
44Conclusions - 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!
45Social 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.
46Social 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.
47Hypothesis
- Participants reactions to the presence of the
real and virtual human will show social
facilitation and inhibition effects
48Design
WithinSubject
Between Subject
Group
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50Participants
- 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.
51Software
- SVE Simple Virtual Environments
- OpenGL Graphics Rendering
- Haptek Virtual Human Authoring
52Hardware
Is 5 2 7?
Stimulus Presentation
Graphics Generator for Virtual Human
53Dependent Variables
- Task Performance Data
- Accuracy of responses
- Reaction times in ms
- Math Anxiety Scale
- Copresence
- Other measures
54Dependent 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
55Dependent 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
- .
56Dependent 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...
57Other 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.
58Virtual Human - Diana
59Human (H) Condition
60Virtual Human Projected (VHP) Condition
61Virtual Human Immersive (VHI) Condition
62Participant View from VHI
63Input device for VHI
64Results 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).
65Results 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.
66Task 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.
67Results 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
68Task 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
69Results Other Measures
No significant differences among the groups on
any of these measures, Fs lt 1
70Results 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
71Conclusions 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.
72Summary 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
73Theoretical 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
74Practical Contributions
- Helpful agents?
- Gender of both agent and end-user
75Future 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???
76Future Directions
- Applications!
- Medical School
- Student training, differential diagnosis
- Diversity training
- Childrens Hospital / Cancer Center
- Pain distraction
- Science Center
- Virtual Human Teacher/Tour guide??
77Acknowledgments
- 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!!
78Questions?
Contact Info Catherine Zanbaka czanbaka_at_uncc.edu
www.CatherineZanbaka.com
79Challenges
Intelligent Systems and AI
Real-time Animation
MultimodalInteraction
Understanding Social Impact
80Questions?
Contact Info Catherine Zanbaka czanbaka_at_uncc.edu
www.CatherineZanbaka.com
Thanks to My Committee FCL All the participants