Embodied Interaction Research at University of Otago · september 2005 embodied interaction...

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INFORMATION SCIENCE Holger Regenbrecht Embodied Interaction Research at University of Otago

Transcript of Embodied Interaction Research at University of Otago · september 2005 embodied interaction...

Page 1: Embodied Interaction Research at University of Otago · september 2005 embodied interaction research h. regenbrecht INFORMATION SCIENCE Outline 1. Interface Design 2. First thoughts

INFORMATION SCIENCE

Holger Regenbrecht

Embodied Interaction Researchat University of Otago

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Outline

1. Interface Design2. First thoughts towards a theory3. Humble steps

1. Living Gallery2. Presence Robot3. Social Presence

4. Future work

A theory of the body is already a theory of perceptionMerleau-Ponty, 1945

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The Human-Computer Interface

office desk

Win desktop

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3DUI: Interfaces for virtual environments

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The Interface Design Issue

To date interface design mainly deals with the phenomena only (e.g. WIMP interface design); not well-grounded

Metaphors are successfully used: seems to be reasonable to rely on in further R&DBUTMetaphors are often used in wrong context (e.g. desktop)ANDMetaphors are chosen “accidentally”

We see a strong need for founding principles to be developed on a theoretical and empirical basis

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First thoughts towards a theory

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First Thoughts::Embodied Interaction Paradigm

In search for guidance for interaction design in virtual and real environmentsTo date new interface development mainly based on guess, trial, and errorEmbodied Interaction paradigm could be one promising approach for improved groundingBasis: Heidegger (Geworfenheit / Handeln), Glenberg(embodied cognition), J.J. Gibson (Affordances), Dourish(definition, examples)

... igroup discussion in progress

Approach

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First Thoughts::What is Embodied Interaction?

Dourish (2004):„Embodiment 1: Embodiment means possessing and acting through a physical manifestation in the world.“(p.100)Embodiment 2: Embodied phenomena are those that by their very nature occur in real time and real space.“(p. 101)Tangible Computing + Social Computing > Embodied Interaction

Embodied Interaction is a form of a human-information interaction which emphasises the human body (part)

1. as the main spatial and temporal frame of reference2. as the central instrument of perception and action

Definition (preliminary)

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First Thoughts::EI Types

EI-1: Interaction with the (virtual) environment (room)reference of own body to environmentdefines inside / outside relation (void and solid)serves as an indicator for „being in the world“affected by navigation interface

EI-2: Interaction with objects (within environment)reference body – objectaffected by most 3DUI techniques

EI-3: Interaction with subjects (if shared environment)constituted by social presence

co-presence (being together in one space)psychological involvement (e.g. mutual understanding)behavioural engagement (e.g. dependent action)

Types of Embodied Interactions (regarding spatial relationship)

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Humble Steps

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Humble steps::Empirical Studies

1. Self in local environment(Living Gallery; Burrows, Hauber, & Regenbrecht)

2. Self in distant environment(Presence Robot; Kerse, Regenbrecht, & Purvis)

3. Self in remote virtual environment(Social Presence; Hauber, Regenbrecht, & Hills)

Embodied Interaction with environment (EI-1)Navigation

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Self in local environment“Living Gallery”

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Humble steps 1::Living Gallery

Using proximity of body to display as an “invisible” interfaceProject together with Dunedin Public Art GalleryDisplay of “morphing” artwork in a real picture frameProximity of user’s body in front of display alters contentValidation of interface in laboratory and field (public space, gallery)Is this a suitable form of interaction? (e.g. compared to video sequence or “buttons”)work in progress

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Humble steps 1::Living Gallery

Very simple setup:standard display (TFT monitor or projector)web cameraOpenCV for face recognitionContent: video sequence with morph scene (using single frames in program)

various laboratory tests and tweaking

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Humble steps 1::Living Gallery

laboratory setup

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Self in distant environment“Presence Robot”

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Humble steps 2::Presence Robot

Telepresence: being virtually present at a remote, real locationCan telepresence be achieved with an affordable and easy to use system? (“I am there”; “She/he is here”)

the device

remotesite

localsite

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Humble steps 2::Presence Robot

Personal Digital Assistant (PDA) with a camera represents the remote self at the local sitePDA is mounted to a pan and tilt unit which can be controlled from the remote location (keyboard)Use of COTS components (e.g. Lego MindStorms)

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Humble steps 2::Presence Robot

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Humble steps 2::Presence Robot

In a pilot user study we could show, that(a) even this simple setup can be used as a telepresence system(b) the control of the field of view within the remote environment is important, and (c) some social presence properties are positively influenced by the user-initiated control.

dimensions assessed:• self-reported co-presence[5]• perceived other’s co-presence[5]• telepresence[5, 1]• mutual understanding[3]• satisfaction with the group process[3]• interpersonal attraction[3]• social presence[8]• usability=>paper at ICAT 2005

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Self in remote, virtual environment“cAR/PE! and Social Presence”

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Humble steps 3::Social Presence

V/C is a beneficial technology: can save time and money and potentially allows for the support of some non-verbal cues (compared to letter, email, phone)Compared to Face-To-Face meeting still artificial experienceSocial Presence as an indicatorSVE try to overcome artificial character of traditional V/C mainly with the (re-) introduction of three-dimensionality

MyPhone

daViKo

iChatAccessGrid

Videoconferencing

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Humble steps 3::Social Presence

Shared Virtual Environments

Alicestreet

SmartMeeting

Active Worlds

UCL: research on SVE

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Humble steps 3::Social Presence

SVE “cAR/PE!”

Originally developed at DaimlerChrysler Research in GermanyOngoing R&D in Germany and New Zealand3 participants represented as „video avatars“Self-movement with mouse or SpaceMouseStandard computer screen (PC version)Display of pictures, PowerPoint slides, 3D models, and remote interactive computer screens in virtual room3D sound

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Humble steps 3::Social Presence

SVE “cAR/PE!”

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Humble steps 3::Social Presence

ExperimentscAR/PE! used in this study without any documents involved, just a „timer screen“ via remote computer screenModified version with fixed position in front of screen (no „avatar“ movement) for condition „2D“Interface limited to small set of functionsUse of computer mouse onlyMedium quality audio (16 Bit stereo) and video (CIF, 15 Hz)

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Humble steps 3::Social Presence

ExperimentsHow do two- and three-dimensional videoconferencing interfaces support social presence?

Use of the same videoconferencing system for both conditions forminimisation of bias (in particular A/V codecs).Task chosen, which is not tailored to three-dimensional interface (desert survival game) and was used before in a pilot studyCommunication between three participating parties as a standard case in CMC.Comparison of 2D (referring to traditional V/C), 3D (referring to SVE) and Face-To-Face (the “gold standard”)14 one-hour sessions with 3 participants each in 3 conditions (126 trials in total)Two instruments applied to measure Social Presence (questionnaires, Networked Minds and Semantic Differential)General Hypotheses:

Social Presence: “Face-To-Face” > “3D” > “2D”

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Humble steps 3::Social Presence

Experiments

Task: Desert Survival Game

condition II3D

free navigation,individual views,

3d-sound

condition I2D

fixed view,WYSIWIS,

mono sound

condition IIIFace-To-Face

natural communication “gold standard”

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Humble steps 3::Social Presence

Experiments: Main Result

3

3.5

4

4.5

5

5.5

6

6.5

2D 3D FtF

Social Presence (measure based on Short et al., 1976)

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Humble steps 3::Social Presence

Conclusions

Social Presence increases from 2D to 3D to FTFIntroduction of three-dimensionality in computer-mediated communication is a well-founded stepSemantic Differential Measure (Short et al.) is an elegant and reliable instrumentImprovement of performance of interface neededInclusion of more real-world metaphors promisingInclusion of more non-verbal cues (like gestures)

Hypotheses: Higher Embodiment results in higher performance and communication quality

papers at Presence 2005 and ICAT 2005

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Future Work

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Future Work::Communication Space (3D-COMM)

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Future Work::Cybertherapy

Collaborative Cybertherapy:Goal: VR based system for the treatment of various disorders and investigations on Embodied Interaction (mainly EI-2 and EI-3)Joint work of Psychology and Information Sciencebased on “cAR/PE!” concept

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Future Work::Cybertherapy

Client

Therapist

Virtual World

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Future Work::Collaborative Augmented Reality Environment (CARE)

real room

tracking cameras

users w/ hmd’s

virtualparticipants

real andvirtual objects

(AR)

autostreoscopicscreen

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Future Work::...more

Further development of Embodied Interaction TheoryMicro Affordances in (shared) virtual environments (EI-2 and EI-3)Video-Mediated Communication Research (Social Presence and Interface Quality)Development and Validation of interfaces for the support of non-verbal cues (gestures, eye-to-eye, navigation)Continuation of Presence Robot project (improved hard-and software, distance tests)Continuation of Living Gallery projects (setup in Dunedin Public Art Gallery with conservation content)Work on collaboration and communication toolsResearch on 3DUI “cAR/PE!” (desktop, “immersive”, (mobile))Establishment of an usability test-bed for VMC

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Summary

To date our humble Embodied Interaction approaches look promisingMainly EI-1 (self in room) considered so far, continuation with other dimensions neededDevelopment of theory and practise in parallel seams to be reasonable (in incremental steps)

Stronger co-operation with other partners in research and industry neededInterns, Master- and PhD students wanted

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Contact

[email protected]@igroup.org

PhD study at Otago/NZ(regulations and scholarships)

www.otago.ac.nz/international/postgraduate/

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References

Merleau-Ponty, M. (1945). The Phenomenology of Perception. English translation, 1962. London: Routledge.Dourish, O. (2004). Where the Action Is – The Foundations of Embodied Interaction. The MIT Press, Cambridge/MA, London/UK.