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ABSTRACT
Multimodal interaction in everyday life seems so effortless. However, a closer look reveals that such interaction is indeed complex and comprises multiple levels of coordination, from high-level linguistic exchanges to low-level couplings of momentary bodily movements both within an agent and across multiple interacting agents. A better understanding of how these multimodal behaviors are coordinated can provide insightful principles to guide the development of intelligent multimodal interfaces. In light of this, we propose and implement a research framework in which human participants interact with a virtual agent in a virtual environment. Our platform allows the virtual agent to keep track of the user’s gaze and hand movements in real time, and adjust his own behaviors accordingly. An experiment is designed and conducted to investigate adaptive user behaviors in a human-agent joint attention task. Multimodal data streams are collected in the study including speech, eye gaze, hand and head movements from both the human user and the virtual agent, which are then analyzed to discover various behavioral patterns. Those patterns show that human participants are highly sensitive to momentary multimodal behaviors generated by the virtual agent and they rapidly adapt their behaviors accordingly. Our results suggest the importance of studying and understanding real-time adaptive behaviors in human-computer multimodal interactions.
in list: HCI & Usability
Abstract
We present an alternative interface that allows users to perceive new sensations in virtual environments. Gaze-based interaction in virtual environments creates the feeling of controlling objects with the mind, arguably translating into a more intense immersion sensation. Additionally, it is also free of some of the most cumbersome aspects of interacting in virtual worlds. By incorporating a real-time physics engine, the sensation of moving something real is further accentuated.\n\nWe also describe various simple yet effective techniques that allow eyetracking devices to enhance the three-dimensional visualization capabilities of current displays. Some of these techniques have the additional advantage of freeing the mouse from most navigation tasks.
This work focuses on the study of existing techniques, a detailed description of the implemented interface and the evaluation (both objective and subjective) of the interface. Given that appropriate filtering of the data from the eye tracker used is a key aspect for the correct functioning of the interface, we will also discuss that aspect in depth.
in list: HCI & Usability , Eye Control
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
in list: HCI & Usability , Eye Control
Eye-tracking research is based upon the assumption that if one may observe where a respondent places his visual attention, one may better understand where the respondent places his mental attention. This is not a new assumption; we know that researchers have been tracking eye movements and publicizing their theories on the subject for almost three centuries (e.g. Porterfield, 1737; Delabarre, 1898; Dodge, 1900 and 1907; Nixon, 1924; Yarbus, 1967; Pieters & Wedel, 2004). What is relatively new is the use of video-based machines to track eye movements for researchers. These machines were very expensive when first developed as they required extensive computing power to calculate the point of regard (visual attention) in real-time from viewing respondent eye features such as corneal reflections and the pupil center. However, as Moore's Law progressed, the cost of these devices has now reached the point that it is very feasible for marketers and market researchers to utilize them.
in list: HCI & Usability , Marketing and Market & Media Research
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