Title: Social Presence
1(No Transcript)
2Social Presence
- Dr. Frank Biocca
- Chad Harms
3Social Presence Tutorial Section Outline
- Social nature of networked computing
- Rise of social presence technologies
- Brain basis of social presence
- Model of social presence
- Social responses to computers and agents
- Measurement of social presence
4Social Computing
5The internet is a social place
6People use networks for social communication
- Social interaction leading motivation to use the
network - 90 of individuals on-line use e-mail
- 84 of Internet users (90 million) used it to
contact and get information on groups - 50 said it helped them get to know people theyd
otherwise not have met - 40 said it helped them get more involved with
groups to which they already belong
7People use networks for social communication
- Social interaction application are among the
fastest growing - E-mailing friends rose from 42(95) to 68(98)
to 82(00) - 143 million Americans (54 of the population)
used the Internet in September 2001 (a 26 jump
since August 2000)
8Networking increasing need for higher social
presence
- Future growth in mobile technologies
- Worldwide mobile phone sales between 1996 and
2000 experienced a compound annual growth rate of
close to 60 percent (Gartner) - Mobile Wireless Internet users are expected to
expand 18-fold, from 39 to 729 million worldwide
between 2000 and 2005 (Intermarket)
Courtesy Eyematic
9Networking increasing need for higher social
presence
- Teleconferencing telecollaboration increased
following terrorist acts. - American suppliers reported an increase of 140
in videoconferencing bookings in fall 2001.
Videoconferencing stocks surged. - Overseas, British Telecomm reported an increase
of 85 in videoconferencing and 30 in audio
conferencing.
10DEFINITIONS
11What is social presence?
12Definitions of social presence
- Co-presence sense of being in the same space
with another - Social presence sense of access to another
intelligence-mind
13APPLICATIONS
14Social presence technologies
- Applications where the feeling of social
presence is a goal.
15Hey, Im working with you Collaborative
virtual environments
Multiple individuals collaborating via a virtual
environment
Coutesy, Amela Sadagic, National Tele-immersive
Initiative
16Interactions with masked others.Communication
with Different Avatar Embodiments
17Interaction with Embodied Agents
Courtesy Eyematic
18Networked gaming environments
19QUESTIONSSocial presence
20Basic problem of social presence research and
design
21Basic problem of social presence research and
design
22Key research and design questions
- What properties of the interface increase or
decrease social presence? - What are the best ways to measure social
presence? - Do users respond in similar social ways to
computers or agents as they do to physical or
mediated humans? - Does increased social presence improve users
attitude towards the interface, application, web
site, product? - Does the level of social presence improve the
performance of users in information and
communication tasks?
23BRAIN BASIS/THEORY OF MIND
24The brain basis for responding socially to
computers and mediated representations
- A theory of mind mechanism?
25Evidence for innate mind simulation mechanism
- Baby mimicry of facial expressions.
- Early distinctions between animate/inanimate
- Over reading of intentions from behaviors.
- Evidence of mind reading deficits in autistic
individuals.
26Users may simulate the minds of other
characters?The Intentional Stance
Other Mind (Human, Artificial, other)
Self
Simulation of other
27CAUSES/CORRELATES
28What causes users to feel social presence and
what are the benefits and effects of social
presence?
- Causes and correlates of social presence
29A Model of the Social Presence in Networked
Virtual Environments
Causes
Correlates(Effects)
Social Presence
30A Model of the Social Presence in Networked
Virtual Environments
Network Bandwidth
Interface
Correlates(Effects)
Social Presence
Social Relationship and Task Context
31A Model of the Social Presence in Networked
Virtual Environments
Network Bandwidth
Interface
I/O devices
Social CuesPresence, absence, distortion
Social Presence
Virtual Body Morphology
Virtual BodyBehavior
Social Relationship and Task Context
32Technological causes that may affect mediated
interaction and social presence
- Reduced range of sensory social cues
- Reduced sensory information
- E.g., audio only teleconferencing and loss of
non-verbal turn taking cues - Amplification of social cues
- Cues not within sensory range in physical
environment are sensate in virtual environments. - E.g., sensors make heart rate and
skin-conductance (i.e. sweating) visible to
another user.
33Technological causes that may affect mediated
interaction and social presence
- Distortions of sensory social cues
- Change in body morphology
- E.g., body shape is non-human and non-responsive.
- Distortion of the social context of the
interaction - Cultural variation in interactive behavior and
cue reading - Inappropriate juxtaposition of information
34A Model of the Social Presence in Networked
Virtual Environments
Causes
35A Model of the Social Presence in Networked
Virtual Environments
Cognitive Correlates
Behavioral Correlates
36Social Presence
Behavioral Correlates
37Cognitive Correlates
Social Presence
Behavioral Correlates
38Media EquationHypothesis
39Do users react socially to computers, agents,
avatars, and real people in the same way?
- Ways in which social interaction in physical and
virtual environments are the same
40Example Users being polite to computers.
- Computer presents itself socially as a tutor.
Praises itself. - User asked to rate its performance.
- Users rated it higher if questionnaire is on same
computer rated it lower if rated on another
computer. (Reeves and Nass) - As in similar human experiments, participants
avoid offending the computer!
41Example Social anxiety and public speaking with
a audience of agents
- Individuals are affected by the behavior of a
virtual audience - A negative audience provoked an anxiety response
in individuals, not found in positive or neutral
audience - Perceived confidence in public speaking was lower
using HMD (greater immersion) than a desktop
system (Pertaub, slator Barker)
42Do users feel equally present with an agent or
avatar?
- Worked on a desert survival task in a 3D chat
room. - Told their partner was human avatar or
artificial-agent. - No difference in co-presence.
- No difference in social presence
- Felt similarity of opinions-emotions whether
avatar or agent.
(Nowak Biocca, submitted)
43Other studies showing social response equivalence
of people, avatars, agents and computers.
- Gender stereotypes Users believe female AI
agents more authoritative in matters of love
than male agents. - Personality Tend to choose agents with similar
personalities. - Social grouping Rate computers on their team
better than other computers. - Specialization Specialist TVs and computers
rather better than generalist TVs and
computers.
44Conclusions from the research
- Brain mechanisms may be wired to automatically
respond to human forms and intentional agents
regardless of medium. - People appear to respond automatically and form
similar mental models for physical people,
avatars, agents, and computer interfaces (when
responding socially). - Users make social judgments and engage in similar
social behavior with people, agents, and
computers.
45Effects of Interface Form on Social Judgment and
PresenceInterface Formon Social Presence
46Ways in which interface features affect social
presence and social judgments
47Ways in which the interface affects social
presence and social judgments.
- The interface is part of the users body or the
others body. - Users may infer traits or states of the virtual
other from unintended technological features.
48Example Effect of audio-video asynchrony on
social judgments.
- General bias to attribute phenomena to others
traits than to situational context. - If audio and video are out of sync speaker may be
judged as less competent. - Audio precedence may be more psychologically
disturbing - Causes misattributions and evaluations that
speakers are less interesting, pleasant,
influential, and more agitated.
Time 2
Time 1
Audio
Video
49Effects of Interface Form on Social Judgment and
PresenceInterface Formon Social Presence
50Ways in which virtual body morphology and
behavior affect communication behavior, social
presence, and social judgment.
- Ways in which social interaction in physical and
virtual environments is the same
51Ways in which the body of the computer, avatar,
or agent may affect communication behavior.
- Adding emotion
- Managing attention
- Eliciting or suppressing communication behaviors
- Affecting approach-avoidance and boundaries
between bodies
52If the environment provides no body or identity
for the other, users may simulate to fill it
in. Evidence that the default other is a
version of ourselves.
Administrator Frank Body image graphic
- Simulation theory of mind predicts that the
other is always modeled on the self. - Evidence suggests that in the absence of
information, social responses to no body 3D
environments are similar to full anthropomorphic
body. - In the absence of disconfirming information,
others we communicate with in mediated
environments may be perceived as more similar in
attitudes than is actually the case.
53Visual fidelity of an agent may not significantly
affect social responses as long as the key social
cues of expression are present.
Administrator Add detail.
- Selected visual fidelity may be adequate for most
social responses. - Visual fidelity (anthropomorphism) had no impact
on approach or avoidance.
(Nowak Biocca, submitted)
54E.g., effects of asymmetrical interfaces on
conversation and task control
- Users may often interact in virtual environments
via interfaces that vary greatly in level of
immersion and control. - Users connected to interfaces that convey more
social cues may have greater social presence. - Some evidence that users with better immersion
and control may better influence tasks and be
perceived as more competent.
55Generalizations from the research on virtual
bodies
- The interface may be perceived as part of the
users body or the body of the other. - Representations of the body have significant
effects on social judgments. - Selective fidelity may dominate Fidelity for
cues that convey expressive states may be more
important than other aspects of fidelity. - Social stereotyping based on bodily cues may
affect social judgments even when the user knows
the virtual body may not be faithful to the real
body or when the body is that of an agent.
56Measurement of Social Presence
57Ways to measure and assess the social presence of
users
58Why measure social presence?
- Compare alternative telecommunication channels
or interfaces - E.g., audio versus video teleconferencing
- Evaluate an interface feature
- E.g., adding AI sales agents to e-commerce site
- Evaluate appropriateness of communication
interface for a kind - E.g., deciding what kind of technology may be
appropriate for social tasks like instruction,
negotiation, etc.
59Types of measures
- Self-report indicators
- Behavioral indicators
- Psychophysiological indicators
60 Self-report scales and measures
- Social presence scale (Short, Williams
Christie, 1976) - Oldest and most used.
- Potential limitations from direct evaluation of
medium. - Networked Minds Social Presence Battery (M.I.N.D.
Labs, 2002) - Set of self-report scales and behavioral
indicators. - Designed to allow for cross-media and interface
component comparisons. - Being tested for reliability and validity.
- Other measures
61NetMinds Social Presence Inventory
Sub-dimensions
Orders
3. PerceivedSymmetry
Subjective Symmetry
Inter-subjective Symmetry
Behavioral Interdependence
2. Perceived Psycho-behavioral Accessibility
Perceived Comprehension
Social Presence
Emotional Contagion
Attentional Engagement
1. Co-Presence
62Behavioral indicators
- Behavioral mimicry
- Facial responses (reciprocity of emotion)
- Kinesic responses (proximity orientation)
- Eye movement (awareness, attention)
- Nonverbal conversational regulative cues
63Psychophysiological indicators
- Many measures of physiological states related to
social phenomenon. - fMRI measures can detect perceptions of
difference between animate and inanimate. - There may not be an unambiguous indicator of
level of social presence because of the variable
physiological responses to different types of
social interaction (e.g., affect and arousal)
64Diagnostic measures of social presence for a
collaborative team or group.
- Getting social with
- Social Presence
65Subjective Self-other Social Presence Symmetry
My view of Self
My view ofOther
correlation
66Technique to assess self-other social presence
symmetry and asymmetry
Self
Other
Behavioral Interdependence
Behavioral Interdependence
Correlation
Perceived Comprehension
Perceived Comprehension
2. Psycho-behavioral accessibility
2. Psycho-behavioral accessibility
Emotional Contagion
Emotional Contagion
Correlation
Attentional Engagement
Attentional Engagement
1. Co-Presence
1. Co-Presence
Correlation
67Other
correlation
correlation
Self
SubjectiveSymmetry
Other
Self
68correlation
Self
Other
IntersubjectiveSymmetry
Other
Self
69SUMMARY SLIDE
70Summary
- Social communication is an increasingly important
part of networked virtual environments. - Social presence is a goal of many networked
technologies. - Interface shapes interaction with and perception
of agents and avatars. - Humans may respond socially in similar ways to
virtual humans, be they AI agents or real human
avatars. - Social presence measures may allow designers to
assess the social performance of interfaces,
collaborative environments, and agent-based
environments.
71Highly Recommended Readings
-
- Biocca, F., C. Harms, J. Burgoon (submitted).
"Criteria for a theory and measure of social
presence." Presence. - Biocca, F. C. Harms. Guide to Networked Minds
Social Presence Inventory. www.mindlab.org. - Reeves, B. and C. Nass (1996). The media
equation How people treat computers, televison,
and new media like real people and places.
Cambridge, Cambridge University Press. - Short, J., E. Williams, B. Christie (1976). The
social psychology of telecommunications. London.,
John Wiley Sons, Ltd.
72Recommended Readings
- Biocca, F. (1997). "The cyborg's dilemma
progressive embodiment in virtual environments."
Journal of Computer-Mediated Communication 3(2) - Blascovich, J. (2001). Social influences within
immersive virtual environments. The social life
of avatars. R. Schoeder, Springer-Verlag
127-145. - de Greef, P. and W. IJsselsteijn (2000). Social
presence in the photoshare tele-application.
Presence 2000, Techniek Museum, Delft, The
Netherlands. -
- Nowak, K. and F. Biocca (submitted). "The effect
of the agency and body anthropomorphism of
virtual humans on users' sense of presence,
copresence, and social presence." Presence. - Pertaub, D. P., M. Slater, et al. (2002). "An
experiment on public speaking anxiety in response
to three different types of virtual audiences."
Presence 11(1) 68-78.