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INFORMATION SCIENCE
Holger Regenbrecht
Embodied Interaction Researchat University of Otago
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
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
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
The Human-Computer Interface
office desk
Win desktop
h. regenbrechtseptember 2005 embodied interaction research
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3DUI: Interfaces for virtual environments
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
First thoughts towards a theory
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
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
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
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)
h. regenbrechtseptember 2005 embodied interaction research
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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)
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
Humble Steps
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
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
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
Self in local environment“Living Gallery”
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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Humble steps 1::Living Gallery
laboratory setup
h. regenbrechtseptember 2005 embodied interaction research
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Self in distant environment“Presence Robot”
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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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)
h. regenbrechtseptember 2005 embodied interaction research
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Humble steps 2::Presence Robot
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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Self in remote, virtual environment“cAR/PE! and Social Presence”
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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Humble steps 3::Social Presence
Shared Virtual Environments
Alicestreet
SmartMeeting
Active Worlds
UCL: research on SVE
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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Humble steps 3::Social Presence
SVE “cAR/PE!”
h. regenbrechtseptember 2005 embodied interaction research
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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)
h. regenbrechtseptember 2005 embodied interaction research
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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”
h. regenbrechtseptember 2005 embodied interaction research
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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”
h. regenbrechtseptember 2005 embodied interaction research
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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)
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
Future Work
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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Future Work::Cybertherapy
Client
Therapist
Virtual World
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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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
h. regenbrechtseptember 2005 embodied interaction research
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Contact
holger@infoscience.otago.ac.nzregenbre@igroup.org
PhD study at Otago/NZ(regulations and scholarships)
www.otago.ac.nz/international/postgraduate/
h. regenbrechtseptember 2005 embodied interaction research
INFORMATION SCIENCE
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.
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