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S C O T T I ES Y S T E M AT I C C O M M U N I C AT I O N O B J E C T I V E S
A N D T E L E C O M M U N I C AT I O N S T E C H N O L O G Y
I N V E S T I G AT I O N S A N D E VA L U AT I O N S
R A Y T H E O N T E C H N O L O G I E S R E S E A R C H C E N T E R ( R T R C ) : P E G G Y W U , A H M A D O S M A N , C A L E B H A R D E R
I O W A S T A T E U N I V E R S I T Y ( I S U ) :
S T E P H E N G I L B E R T , J I M O L I V E R ,
A N G E L I C A J A S P E R , M A R I E L L E M A C H A C E K , M I N D Y H O O V E R , R A C H E L D I A N I S K A , C H A R L E S P E A S L E Y , K A I T L Y N
O U V E R S O N , N I C H O L A S W I L S O N , Y A S H V A R D H A N , K E N N E D Y C O O K , M A D I S S E N L A W R E N C E ,
H A Y L E E L A W R E N C E , M A T T G R E I N E R , J O S E P H R O Z E L L , K Y L E G O B E N , A A D I T Y A P I N J A R K A R , A N D R E W
D E I C K , R O X A N N A A R R E O L A , H A N N A H W E L L I K , H A R R I SS E A B O L D , C A R L E Y H A U S , L E I L A N I H A M M E L
This document contains no export controlled technical data.
R ESEAR C H QU ESTION :
TR AVEL VS. TELEC OMMU TE? W H AT AR E
TH E IMPAC TS ON C OMMU N IC ATION
PER FOR MAN C E?
2
Trust
Rapport
Engagement and Co Presence
Conflict Management
Collective Efficacy and Workload
Shared Mental Model
Shared Situation Awareness
C OMMU N IC AT ION OBJEC T IVES MOD EL (C OM)
3
Context Framework
Task Related (Requirements)
Time
Space
Symmetry
Task Focus
Artificiality
Scenario*
Social Factors
Social Distance
Power Difference
Number of Participants
Technology Affordances
Agency
Person Space
Shared Space
Work Space
FluidityEmbodiment
(Avatars)Media Richness (Environment)
MU LT ID IMEN SION AL C ON T EXT S
FOR C OMMU N IC AT ION S FR AMEW OR K (MC C F)
MCCF describes the situational contexts (tasks
and social factors) and the technology features
that can affect communication effectiveness
Will this work for
my use case?
It depends...
Context Framework
Task Related (Requirements)
Time
Space
Symmetry
Task Focus
Artificiality
Scenario*
Social Factors
Social Distance
Power Difference
Number of Participants
Technology Affordances
Agency
Person Space
Shared Space
Work Space
FluidityEmbodiment
(Avatars)Media Richness (Environment)
MU LT ID IMEN SION AL C ON T EXT S
FOR C OMMU N IC AT ION S FR AMEW OR K (MC C F)
MCCF describes the situational contexts (tasks
and social factors) and the technology features
that can affect communication effectiveness
• Identified 30 relevant studies and 1 meta
study
• Many studies were evaluations of their
specific features/technologies.
• Conflicting results (e.g. increased fidelity
has mixed effects on
performance (Kock, 2005; Mütterlein et al.,
2018))
• Some had more generalizable
findings: e.g. Pan & Steed (2016) found
subjects more frequently seeked advice
(trust) from robot & video over avatar, Jo
et al., (2017) found co-presence to be
higher in more realistic backgrounds and
preference for higher fidelity avatars
Agency
The ability to control perspective
and move about the environmentGreater Degrees of Freedom equals higher Agency.
Embodiment
Ability to represent the visual and auditory characteristics of the human operator.A high embodiment value therefore equals greater capability for the human to use the technology to represent
and exhibit gestures and body language.
T EC H N OL OGY AFFOR D AN C ES
D ATA AN ALYSIS C ON ST R UC TS:
IN D EPEN D EN T VAR IABL ES
Construct Definition
Agency
The extent to which a participant can make modifications to the three different
functional spaces and modify his/her own perspective of the world and artifacts within
it. High denotes complete control, medium represents limited control where the
participant may have limited ability to modify some objects or attributes within the
digital environments, and low represents very limited abilities where the participant
may only be able to direct their own attention within a confined perspective.
Embodiment
Representation of the human operator, which includes visual and audio. Ranges from
simple representations (e.g. text, icons, and caricature) to photoreal 3D digital avatars
and animations. Higher values represent greater capability to replicate environmental
context independent gestures and body language (e.g. nodding, shrugging). In our
definition gestures that rely on environmental context fall under Media Richness (e.g.
gaze or gestures directed at an object).
T EC H N OL OGY AFFOR D AN C ES BY C ON D IT ION
Condition Description Agency Embodiment
Face to
FacePhysically colocated High High
Telecon
Software
Zoom and
WebcamLow
Medium
(partial
representation)
XR
VR Headset, WebcamMedium
Low – Medium
(view of hands or
avatar)
Connect to the power source (+,-)
TASK PR OC ED U R E OVERVIEW
will light up based
on the sensor input
Select the proper circuit board
Replace LED with an RGB LED
Find and properly
connect Soft Potentiometer
Scenario 1 Hypotheses Across 3 conditions
Agency of Apprentice Embodiment of Instructor
Low
(Telecon)
Medium
(XR)
High
(F2F)
Low
(XR)
Medium (Telecon) High
(F2F)
Trust T-H1: Trust increases with agency of A. Since A
can control viewing perspective, Instructor is less
likely to deceive or cause distrust (defined as -'ve of
trust per Marsh & Dibben, 2005)
T-H2: Trust increases with realism of
avatar (Pan & Steed, 2017; Liew et al., 2017;
Campellone, & Kring, 2013)
Shared Situation
Awareness (SA) /
Mental Model
SA-H1: Shared SA increases with increased
agency. Since A can change perspectives, less time
is spent on explicit descriptions of what can
otherwise be gleaned naturally. This affords more
time to for participants to synchronize their
mutual understanding of the situation or task.
SA-H2: Shared SA increases with increased
embodiment of both participants. Increased
embodiments can provide more cues, allowing
partners to more easily identify whether
attention is being paid to the correct objects of
interest and take corrective measure more
quickly.
Engagement / Co-
Presence
E-H1: Co-P increases with increased agency as it
affords sustained attention which is a component of
engagement (Peters, Castellano, & de Freitas,
2009)
E-H2: Co-presence increases with increased
embodiment because it affords more cues of
the participant's emotional or attentional
involvement.
EXPER IMEN TAL D ESIGN S
MCCF = IV to manipulateC
OM
= D
V to
me
asure
Scenario 1 Hypotheses Across 3 conditions
Agency of Apprentice Embodiment of Instructor
Low
(Telecon)
Medium
(XR)
High
(F2F)
Low
(XR)
Medium (Telecon) High
(F2F)
Trust T-H1: Trust increases with agency of A. Since A
can control viewing perspective, Instructor is less
likely to deceive or cause distrust (defined as -'ve of
trust per Marsh & Dibben, 2005)
T-H2: Trust increases with realism of
avatar (Pan & Steed, 2017; Liew et al., 2017;
Campellone, & Kring, 2013)
Shared Situation
Awareness (SA) /
Mental Model
SA-H1: Shared SA increases with increased
agency. Since A can change perspectives, less time
is spent on explicit descriptions of what can
otherwise be gleaned naturally. This affords more
time to for participants to synchronize their
mutual understanding of the situation or task.
SA-H2: Shared SA increases with increased
embodiment of both participants. Increased
embodiments can provide more cues, allowing
partners to more easily identify whether
attention is being paid to the correct objects of
interest and take corrective measure more
quickly.
Engagement / Co-
Presence
E-H1: Co-P increases with increased agency as it
affords sustained attention which is a component of
engagement (Peters, Castellano, & de Freitas,
2009)
E-H2: Co-presence increases with increased
embodiment because it affords more cues of
the participant's emotional or attentional
involvement.
EXPER IMEN TAL D ESIGN S
T EST BED - C IR C U IT W OR L D
• Virtual room mimics the spatial setup of the lab space
• Circuits function similarly to real world counterpart
• Includes spatial, semantic and procedural memory components
Introduction to Circuit World
Expert Maintenance
Training
COM and UX Surveys
Knowledge Quiz
MaintenanceProcedure
Assessment
Delayed Knowledge
Retention Test
EXPER IMEN T PR OC ED U R E Circuit World (CW) Task
Telecon
XR
F2F*
EXPER IMEN T PR OC ED U R E Circuit World (CW) Task
Telecon
XR
F2F*
MOD IFIED ST IMU L I - C IR C U IT W OR L D
Task Performance Metrics
• Knowledge Quiz Scores
• Task accuracy (retrieval and assembly)
• Navigational information
• Task and subtask completion times
& Repeat ~2 weeks later
Example Quiz Questions
D ATA C OL L EC T ION STAT U S: PR OC ED U RAL
Surv ey
• Demographics
• Subject – Trainer Interaction
• Knowledge retention
Testbed Data
• Task success and Time stamped Task Completion
• Subject Interactions with Circuit
Video/Audio Data
• Gaze
• Facial Expression
• Transcripts
Boris Experimenter Coded Behav ioral Data
Time Budget
Phase 1: First contact Training and Performance15-minute set up
50-minute experiment30-minute debrief
Phase 2: Follow-on Knowledge Retention after
time lapse15-minute set up
15-minute test30-minute debrief
• Participant Management
o Additional participant screening for technical requirements (I.e., network bandwidth, computer requirements, ensuring VR equipment before scheduling)
o Additional coordination due to remote study staff (need two study staff per subject)
o Recruiting subjects remotely (using both Prolific and email)
o Prolific eased participant recruitment but added complexity requiring reminders from their prolific
account to their personal email addresses which initially caused more no-shows
o Troubleshooting software downloads (Zoom, testbed), and coordinating testbed updates
• Remote Management Tool Challenges
o Additional Testbed testing and development to accommodate different internet connect quality of subjects and research staff
o Zoom license structure provided different video resolution and speech transcript capabilities.
o Zoom also forced cloud storage requiring modifications to IRB protocol
o Computer security protocols and additional coordination of data management due to remote researchers using their own machines
P IV O T F R O M L A B - B A S E D TO R E M OTE PA R TIC IPA N TS :
L O G IS TIC S C H A L L E N G E S
Undergraduate Research Assistant (URA) Training
• 14 URAs
• Individual script memorization
• Script practice within small groups
EXPER IMEN T PR EPAR AT ION S
Online Prolific Total
Screener 51 494 545
Eligible & Invited for Zoom Part 2 (Informed Consent, Pre-Survey, Calendly)
29 226 255
Eligible for VR Part 2(Informed Consent, Pre-Survey, Calendly)
3 61 64
Completed Visits 1 & 2 3 5 8
Completed Visit 1, Scheduled Visit 2 3 1 4
Scheduled Visit 1 1 6 7
No Shows (additional) 2 4 6
D ATA C OL L EC T ION STAT U S:
R EC R U IT MEN T & AT T R IT ION ( A S O F 4 / 3 0 / 2 0 2 1 )Z
oom
Only
Zoom
Only
Online (N = 5) Prolific (N = 3)
Age 28.20 (SD = 7.56, 21-39) 41.67 (SD = 6.43, 37-49)
Gender (%Male) 60 66.7
% Student (Majors)60 0
Chemistry, PoliSCi, Software Eng --
% Non-Student (Professions)
40 100
Research Engineer, Software EngineerArt handler, Customer Service,
Engineer
Education Level
High school graduate 20 --
Some college/2-year degree -- 33.3
4-year degree 40 33.3
Graduate Degree 40 33.3
Computer Expertise (1-5)
4.40 (SD = .89)
"Moderate-Expert - I am able to teach
others 'expert' features."
3.00 (SD = 0)
"Moderate - I am able to complete
daily computing tasks."
D ATA C OL L EC T ION STAT U S:
D EMOGR APH IC IN FOR MAT ION ( A S O F 4 / 3 0 / 2 0 2 1 )
D ESC R IPT IVE STAT IST IC S OF SU RVEY D ATA
Sample Items Response Range Avg (SD) (N=8) Online (N=5)
Virtual Embodiment
"I felt like I was controlling the movements of the virtual body."
1 = Strongly Disagree5 = Strongly Agree
2.42 (SD = 1.23) 3.37 (SD = 1.20)
Co-Presence"In the training, to what extent did you have the sense of the 'trainer being together with you?"
1 = Not at all7 = Very Much
6.00 (SD = 1.37) 4.89 (SD = 1.71)
Engagement"When I was building the circuit, I lost track of the
world around me1 = Strongly Disagree
5 = Strongly Agree3.95 (SD = 1.07) 3.83 (SD = 1.21)
RapportRate interaction with trainer:
Positive – Negative; Cooperative - Uncooperative1 = Better Rapport9 = Worse Rapport
2.62 (SD = 1.42) 2.45 (SD = 1.42)
Usability: Perceived Ease
of Use
"My interaction with this system was clear and understandable."
"Using this system would improve my performance in training procedures."
1 = Strongly Disagree7 = Strongly Agree
4.21 (SD = 2.32) 5.78 (SD = 1.46)
Usability: Task Experience
"How difficult was it to apply the trained content in performance and implementation?"
1 = Very Difficult5 = Very Easy
3.83 (SD = .76) 4.30 (SD = 1.05)
D ESC R IPT IVE STAT IST IC S OF SU RVEY D ATA
Sample Items Response Range Prolific (N=3) Online (N = 5)
Immediate Performance
"How confident would you feel about your ability to perform the circuitry task again, now that the study is
complete?"
1 = Not confident at all5 = Very confident
4.80 (SD = .45) 2.67 (SD = 1.53)
Future Performance
"How confident are you that in one to two weeks you will be able to remember how to complete the task
that you were trained on?"
0 = Not confident at all100 = Extremely confident
67 (SD = 46.04) 36.67 (SD = 43.68)
Trust: Ability "I feel very confident about the trainer's skil ls." 1 = Strongly Disagree
5 = Strongly Agree
4.83 (SD = .29) 4.53 (SD = .73)
Trust: Integrity "The trainer tries hard to be fair in dealing with others." 1 = Strongly Disagree
5 = Strongly Agree
3.06 (SD = .25) 3.90 (SD = .89)
Trust: Benev olence "The trainer would be very concerned about my welfare." 1 = Strongly Disagree
5 = Strongly Agree
2.80 (SD = 1.59) 4.04 (SD = 1.15)
S C E NA R I O 1 – C I R C UI T W O R L D
SOFT W AR E EN GIN EER IN G
VIRT U AL C IR C U IT S IMU L ATOR
Desktop version
• Extensively tested:
• Networking capabilities and robustness
• Circuit simulation
• UX
• Data Collection
VR Integration
T EST BED EN GIN EER IN G
• Oculus Rift CV1
• Oculus Rift S
• HTC Vive
• HTC Vive Pro
• HTC Vive Cosmos
• Valve Index
• Oculus Quest +
Link
• Oculus Quest 2 +
Link
D E P L O YIN G E X P E R IM E N TS A N D A C Q U IR IN G
B E H AV IO R A L D ATA R E M O TE LY
Unity Experimental Framework (UXF)
Monitor performance and capture behavioral
data in real-time
Take notes, update text banner with
task info, restart trials easily in a Researcher UI
Conditions and variables stored with
participant list and backed up
Prevents processing issues and sickness with
multithread system
D ATA AN ALYSIS
Task
Performance
Number of errors (Count)
Part acquisition (Time & Proportion)
Time to completion
Knowledge Quiz Score
Trust (Self-report)
Rapport (Self-report)
Situational Awareness(Self-report)
Engagement (Observation)
Communication
Objectives User Experience
NASA-TLX(Self-report)
UTAUT (Self-report)
NPS (Self-report)
At what level of effectiveness is the replacement of
travel with virtual alternatives a viable solution?
D ATA AN ALYSIS D ESIGN
Between Subjects
• Phase 1 collection method
• More variability in conditions (b/c only one task)
• Allows F2F data collection later
Within Subjects
• Comparing training decay
• Mixed design (within subjects in a single condition)
• Analyzed with Repeated Measures MANOVA
D ATA AN ALYSIS C ON ST R UC TS:
D EPEN D EN T VAR IABL ES
Construct Definition
Co-Presence A feeling of connection between two people
EngagementDirecting one’s attention, acknowledging other participants, and demonstrating a readiness to interact
with other participants, whether positively or negatively
Knowledge How well the participant retains learned knowledge about the circuit board and its functions
Mental Workload The cost incurred by human operators to achieve a specific level of performance
Performance How accurately and efficiently a participant completes the circuit board tasks
Rapport The quality of relationship and interactions between the participant and the trainer
Shared Situational
Awareness
The extent to which two or more people have a commonly understood mental model of a situation
(I.e., what is currently happening and what is going to happen)
Trust The amount of trust the participant feels for the trainer
Usability The perceived ease of use of the Circuit World system and tasks
Construct Survey Testbed Video/Audio Behavioral (Boris)
Co-Presence - Co-Presence Questionnaire - Lexical and semantic similarity.
- Sentiment Analysis
Gesturing to an object
Engagement - User Engagement Scale: Focused
Attention
- Eye gaze Verbal affirmation, leaning
forward, head nod, visible
hands, crossed arms, questions
Knowledge - Soft Potentiometer Knowledge Quiz - Intent Classifier
Mental Workload - NASA TLX Raw (Communication)
- NASA TLX Raw (Training System)
Performance - Performance Confidence items - If and when participant
completes necessary circuit tasks
- Participant looks at points of
interest (VR training session)
- Linguistic Style Matching
Rapport - Bernieri Adapted Scale
- Student-Instructor Rapport Scale
- Synchrony in Facial Expressions
- Sentiment Analysis (positive
emotion)
- Lexical and semantic similarity.
Socializing, mirroring, asking for
assistance, in-group language,
out-group language
Shared Situational
Awareness
- 3D-SART - Intent Classifier Jargon
Trust - Trust Scale (Ability, Integrity, Benevolence,
Trustworthiness)
- Sentiment Analysis
Usability - System Usability Scale
- Net Promotor Scale
D ATA MAPPIN G
ST R U C TU RAL EQU AT ION MOD EL IN G
Performance
Knowledge Quiz
Usability
Co-Presence
Engagement
Shared SA
Trust
Rapport
Mental Workload
Performance
User Experience
Communication
Objectives
Agency
Embodiment
Q UANTI FY I NG THE USE O F HI G H EM BO DI MENT AFFO RDANCES
IN TE R P E R S O N A L E YE G A Z E C L A S S IF IC ATIO N
The teleconferencing condition provides a
view of the trainer
Use of this affordance may impact
communication outcomes
A clustering algorithm can discern
moments of visual attention to the video
feed (Tran et al., 2020)
EYE GAZE P IPEL IN E
FAC IAL EXPR ESSION S IN ZOOM AN D XR
C ON D IT ION
Mouth region reliably conveys the
following emotions:
Happiness (84%)
Neutral (72%)
Anger (62%)
FAC E D ETECTION U N DER
OC CLUSION
FAC IAL SYN C H R ON Y P IPEL IN E
FAU
FDM
BEH AVOR IAL D ATA - FU T U R E D IR EC T ION S
Motion Energy Analysis
Synchronous facial
expressions and global
motion signify Rapport (Ramseyer, 2020; Riehle et al.,
2017; Yokotani et al., 2019)
Neural network to label emotion
from text transcripts (Ghosal et al.,
2019; Majumder et al., 2019) Frustrated
(Negative)
Neutral
(Neutral)
Excited
(Positive)
0-50 frames 51-100 frames
Participant
Trainer
Expression
Synchrony
Dialogical Emotion Analysis
N L P AN ALYSIS
Text File Generated
To be ingested by
NLP Pipeline
T R AVEL R EPL AC EMEN T T H R ESH OL D
T R AVEL R EPL AC EMEN T T H R ESH OL D
T R AVEL R EPL AC EMEN T T H R ESH OL D
• Ouverson, Kaitlyn, Angelica Jasper, Stephen Gilbert, Nick WIlson, and
Peggy Wu (2021). Adaptive Moderated Research: Lessons Learned in Redesigning a Moderated Virtual Reality Collaboration Study. In
proceedings of accepted for the 2021 ACM CHI conference. Remote
XR Research Workshop. May 8-13, 2021. Yokohama, Japan.
• Rozell et al. (2021). Circuit World: A Multiplayer Virtual Environment for Researching Engineering Learning. In proceedings of IEEE VR
2021.March 23-April 7. Lisbon, Portugal.
• Peasley, C., Dianiska, R., Oldham, E., Wilson, N., Gilbert, S., Wu, P.,
Israelsen, B., & Oliver, J. (2020). Evaluating Metrics for Standardized Benchmarking of Remote Presence Systems. IEEE VR Workshop VR
in VR, Virtual Meeting.https://arxiv.org/abs/2105.01772
• Dianiska, R. E., Peasley, C. J., Wilson, N., Barnett, N., Hammel, L.,
Purdy, B., Wu, P., Shirtcliff, E., Oliver, J. H., & Gilbert, S. B. (2020). Do You Need to Travel? Mapping Face-to-Face Communication Objectives
to Technology Affordances. In Proceedings of the Human Factors &
Ergonomics Society (HFES) Annual Meeting.
• Completed manuscript to be submitted to Journal of Computer Supported Collaborative Work (CSCW).
PU BL IC AT ION S
V I R T UA L C O L L A BO RA T I O N – XR A ND D E S K T O P US E R S
T EC H N OL OGY TO MAR KET
Benefits:
• Travel /scheduling for larger teams (30+)
• Time delays due to creating mockups
• Physical space for larger teams
Needs:
• Backchannel communications
• Ease of navigation in virtual space
• Getting/directing attention of individuals
T EC H N OL OGY 2 MAR KET
45
Collins Super Diamond Seats
• Design for Manufacture and Assembly (DFMA)
Q& A
46