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Transformed Social Interaction – TSI Theory ( Bailenson et al. 2008) . To describe the transformation of interaction in mediated communication environments of humans. Applying TSI in QuizMaster and virtual worlds.
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Transformed Social Interaction – TSI Theory (Bailenson et al. 2008) • To describe the transformation of interaction in mediated communication environmentsof humans.
Applying TSI in QuizMaster and virtual worlds • Mediation - TSI is a mediated communication theory. It is not specific to virtual worlds • Transformation - the model of communication and effects of the interactants are changed, or transformed, during the interaction. • Avatars - the mediation is the use of avatars, or avatar-mediated communication
Avatar mediated communication (AMC) • AMC is the use of avatar for purpose of communication • The use of avatars: • Rich and multi-modal communication • Multiple channels (visual, audio, gestures, facial expressions) • Emotions • Self-representation • You got to pick an image you want to show other people
Face-to-face Fidelity Video-conferencing Co-presence Avatar-mediated Anonymous forums Real time A three-dimensional model of communication Avatar-mediated communication
Impact of TSI on our project • If we can program the non-playing characters (NPCs) as close as possible to the way the human will use the avatars, we expect that the engagement and satisfaction, and eventually the very objective of the application (in our case, learning effectiveness) will increase.
Implementing TSI • Three principles of TSI • Self-representation • Sensory abilities • Situational context
Principle 1: Self-Representation • There is evidence in support of the advantage of self-representation. • For example, Bailenson, et al. found that the morphing of faces of political candidates with potential voters will increase the affective bonding in low information context (Bailenson et al., 2006)
Principle 1: Self-Representation (Con’t) • the dramatic and subtle changes to the • Appearances • Behaviors • of the avatars chosen by the users, such that emotional bonding can be established. user
Implementation of the TSI dimensions Generic pedagogical agent: Stephen • Self-representation – morphing of real faces into the avatars Transformed face of the pedagogical agent that Oscar will see in the virtual world User 1: Oscar’s face Transformed face of the pedagogical agent that Steve will see in the virtual world = User 2: Steve’s face 40:60 In shape only eVolver (http/l//www.evolver.com)
Principle 2: Sensory-Abilities: • These transformations empower avatars to complement human perceptual abilities. Agent-enhanced host avatar • Agent technology’s roles: • the sensory ability to process the behaviors of contestants: • eye gazing or moving data • emotional status • Detect students’ personal taint and preferences to provide personal greeting, etc. • Learn about knowledge to make decision • Provide advice/reminders to contestants. • Express emotions to the contestants
Implementation of Sensory abilities • Applied by recording and observing the student avatar behaviors, especially his/her gaze direction. • After all contestants enter the studio, the Host Agent will greet each and every student, addressing his/her name with eye-gaze directed to that student. User monitor --- tracking of viewing angles of participants Contestant Name: Lin Data: Lin's Look-Around behaviour during every question session Date: Fri Sep 23 22:01:48 MDT 2011 Question Number 1 Session -->Lin Did Not Looked Around. Question Number 2 Session -->Lin Did Not Looked Around. Question Number 3 Session -->Lin Did Not Looked Around. Question Number 5 Session -->Lin Did Not Looked Around.
Principle 3: Situational Context • Transformations • Altering the spatial or temporal structure of a conversation. • For example, the communication between agents and students can be optimally configured in terms of the geographical setup of a conference room. • For example, a class of 20 students can sit directly in front of the virtual instructor, and perceive the rest of the students as sitting farther away.
Principle 3: Situational Context (Con’t) • Altering the flow of rendered time in the communication session, users can implement strategic uses of rewind and fast forward during a real-time interaction in an attempt to increase comprehension and efficiency. • E.g. the point for providing hints …
Will it work? • Some observations • Using SMS together (Smart Mob - Howard Rheingold, 12 years ago) • Personal sharing (Coming of Age in Second Life – Tom Boellstorff– 4 years ago) • Digital age (Personal Communication in the Digital Age - Nancy Balm – last year)
What did we learn (so far …) • It is a multi-disciplinary work. • Implementation of a theory is technically challenging. • It is worth the effort because of the change of the social environment.