Title: Preliminary Results from the Questionnaire Study
1Preliminary Results from theQuestionnaire Study
- AtGentive _at_ Oxford
- 18.05.2006
2The Characters
3 facial expressions
Five characters (from left to right) Dino,
William, Julie, Philippe, and Onty
3Study Design
- 12 scales
- Affect space (emotional valence, arousal,
dominance) - Usability space, ISO 9241-11 (effectiveness,effici
ency, satisfaction) - Attention space (conspicuousness,
distractiveness,interestingness) - Role space (sex, pertinence, believability)
- 5 agents 3 facial expressions
- Respondents are instructed and the Web-based
questionnaire administered face-to-face - Our aim is to collect 90 responses (30 for each
between-subjects group)
within-subjects
between-subjects
4Preliminary Results
- 45 respondents (16 female, 29 male)
- 14-16 per group (expression)
- Age from 21 to 53 years (mean 28 yrs)
- Agent character has a statistically significant
effect on several scales¹ - 45 evaluations per each avatar
- Results still somewhat preliminary
- Especially concerning potential sex differences
- Facial expression has already some significant
effects¹ - emotional valence
- moderates experienced dominance and characters
conspicuousness - Only 14 to 16 respondents per facial expression
- More data is required and will be collected
¹ In this case, statistical significance means
plt0.05 or less
5Affect Space Valence and Arousal
Aroused
Arousal
Calm
-
Emotional valence
6Affect Space Valence and Dominance
L Negative agent J Positive agent K Neutral
agent Female respondents Male respondents
Self
Dominance
Agent
-
Emotional valence
7Usability Space Efficiency and Satisfaction
Female respondents Male respondents All
respondents
Satisfaction
Efficiency
8Attention Space Conspicuousness and
Interestingness
Interestingness
Conspicuousness
9Role Space Pertinence and Believability
Believability
Pertinence
10Preference
Least pleasant
Most pleasant
? 6 4 1 1 2
? 3 5 1 3 3
? 9 5 0 2 0
18 14 2 6 5
? 1 3 5 3 2
? 4 1 5 2 3
? 1 1 7 2 5
6 5 17 7 10
11Discussion
- Facial expressions of a virtual character
influence social human-computer interaction - E.g. a character can signal that it wants to take
control - People expect to learn more efficiently with
virtual characters - Better results lead to satisfaction (?)
- Interesting characters draw attention
- but conspicuousness does not necessarily lead
to interest (e.g., Character draws negative
attention) - Pertinent characters are believable
- Human-like, pertinent characters as teachers
- Non-human characters are conspicuous and
interesting - Motivators and attention guides
- Some characters commented to be more suitable for
children - Support for having different characters for
AtgentSchool and AtgentNet
12Thank you!