Evaluation of Rapport in Human-Agent Interactions with a VR Trainer after a 6-week Exergame Training for Senior Users with Hypertension.

I. Buchem, O. Stamm, Susan Vorwerg, Kai Kruschel, Kristain Hildebrand
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Therefore, rapport with virtual trainers in exergames is used to enhance an engaging and motivating user experience.In this paper we report on the results from an evaluation study on perceptions and interactions with the virtual trainer “Anna” after a 6-week exergame training for senior patients with hypertension. The human-like “Anna” is the key element of interaction design in a gamified series of exergames developed in the bewARe project. Anna was developed as a realistic, full body, female figure (silhouette) to motivate participation in the VR training. The primary goal of our research was to evaluate to what extent senior users can establish rapport with the virtual trainer as a factor contributing to positive user experience and training outcomes. The evaluation was conducted with 23 participants aged 65 and older with diagnosed hypertension. The virtual trainer Anna facilitated user participation in both exergames by giving instructions, modeling movements and providing feedback during the exergames in the HTC Vive Pro Headset. We used the 15-item rapport scale by [5] to measure rapport. The study also applied further research instruments to explore perceptions of the virtual trainer such as the trait list with 9 items describing selected features of the virtual trainer, and the bipolar uncanniness questionnaire with 40 adjectives used to assess possible Uncanny Valley effects described by [6]. The results of the rapport scale indicate that the design of the virtual trainer was effective for establishing rapport especially in terms of building a relationship with the virtual trainer and enhancing the engagement of senior users to participate in the VR training. However, the design was less effective in creating a positive perception of the trainer as a warm, caring and respectful agent. The overall median of the rapport scale was 6 (Min:1,Max:8). The results of the evaluation of the trait list revealed that voice quality, speech pauses and bodily movements were rated highest, followed by head and hand movements. The lowest values were researched for face expression. In the Uncanny Valley questionnaire, the median value for the humannes scale was 1 (Min:-3,Max:3), for the attractiveness 1 (Min:0,Max:3) and for the eeriness 0 (Min:-1,Max:0). Furthermore, the paper explores the relationships between the rapport scores and the perception of senior trainees of selected characteristics of the virtual agent and the uncanniness scale. Finally, given the diverse results from the study, the paper discusses possible design options for enhanced rapport and motivational effects of a virtual trainer based on the analysis of literature in related areas.References1. Ghosh, P., Satyawadi, R., Prasad Joshi, J., Ranjan, R. & Singh, P.: Towards more effective training programmes: a study of trainer attributes, In: Industrial and Commercial Training, vol. 44, pp. 194-202 (2012).2. Tickle-Degnen, L. & Rosenthal, R.: The Nature of Rapport and Its Nonverbal Correlates. In: Psychological Inquiry, vol. 1, pp. 285-293 (1990).3. Garau, M., Slater, M., Pertaub, D. P. & Razzaque, S. The responses of people to virtual humans in an immersive virtual environment. Presence. 14, pp. 104–116 (2005).4. Huang, L., Morency, L., & Gratch, J.: Virtual Rapport 2.0. In: Vilhjálmsson H. H., Kopp S., Marsella S., Thórisson K.R. (eds.) Intelligent Virtual Agents. IVA 2011. Lecture Notes in Computer Science, vol. 6895, pp. 68--79. Springer, Berlin, Heidelberg (2011).5. Gratch J., Wang N., Gerten J., Fast E. & Duffy R.: Creating Rapport with Virtual Agents. In: Pelachaud C., Martin JC., André E., Chollet G., Karpouzis K., Pelé D. (eds) Intelligent Virtual Agents. IVA 2007. Lecture Notes in Computer Science, vol 4722. Springer, Berlin, Heidelberg, (2007).6. Ho, C., & MacDorman, K.F.: Revisiting the uncanny valley theory: Developing and validating an alternative to the Godspeed indices. Comput. Hum. Behav., 26, pp. 1508-1518 (2010).","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"48 4","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Factors in Virtual Environments and Game Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1002071","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Human interactions with the trainer during physical training can be highly engaging and motivating [1] and are based on rapport as a dynamic structure of mutual attentiveness and coordination [2]. Human-Agent interaction in virtual reality (VR) aims to establish interaction patterns and rapport with virtual agents similar to real life. Research shows that users react towards virtual agents similar to real people [3] and that rapport is established similar to human rapport [4]. Therefore, rapport with virtual trainers in exergames is used to enhance an engaging and motivating user experience.In this paper we report on the results from an evaluation study on perceptions and interactions with the virtual trainer “Anna” after a 6-week exergame training for senior patients with hypertension. The human-like “Anna” is the key element of interaction design in a gamified series of exergames developed in the bewARe project. Anna was developed as a realistic, full body, female figure (silhouette) to motivate participation in the VR training. The primary goal of our research was to evaluate to what extent senior users can establish rapport with the virtual trainer as a factor contributing to positive user experience and training outcomes. The evaluation was conducted with 23 participants aged 65 and older with diagnosed hypertension. The virtual trainer Anna facilitated user participation in both exergames by giving instructions, modeling movements and providing feedback during the exergames in the HTC Vive Pro Headset. We used the 15-item rapport scale by [5] to measure rapport. The study also applied further research instruments to explore perceptions of the virtual trainer such as the trait list with 9 items describing selected features of the virtual trainer, and the bipolar uncanniness questionnaire with 40 adjectives used to assess possible Uncanny Valley effects described by [6]. The results of the rapport scale indicate that the design of the virtual trainer was effective for establishing rapport especially in terms of building a relationship with the virtual trainer and enhancing the engagement of senior users to participate in the VR training. However, the design was less effective in creating a positive perception of the trainer as a warm, caring and respectful agent. The overall median of the rapport scale was 6 (Min:1,Max:8). The results of the evaluation of the trait list revealed that voice quality, speech pauses and bodily movements were rated highest, followed by head and hand movements. The lowest values were researched for face expression. In the Uncanny Valley questionnaire, the median value for the humannes scale was 1 (Min:-3,Max:3), for the attractiveness 1 (Min:0,Max:3) and for the eeriness 0 (Min:-1,Max:0). Furthermore, the paper explores the relationships between the rapport scores and the perception of senior trainees of selected characteristics of the virtual agent and the uncanniness scale. Finally, given the diverse results from the study, the paper discusses possible design options for enhanced rapport and motivational effects of a virtual trainer based on the analysis of literature in related areas.References1. Ghosh, P., Satyawadi, R., Prasad Joshi, J., Ranjan, R. & Singh, P.: Towards more effective training programmes: a study of trainer attributes, In: Industrial and Commercial Training, vol. 44, pp. 194-202 (2012).2. Tickle-Degnen, L. & Rosenthal, R.: The Nature of Rapport and Its Nonverbal Correlates. In: Psychological Inquiry, vol. 1, pp. 285-293 (1990).3. Garau, M., Slater, M., Pertaub, D. P. & Razzaque, S. The responses of people to virtual humans in an immersive virtual environment. Presence. 14, pp. 104–116 (2005).4. Huang, L., Morency, L., & Gratch, J.: Virtual Rapport 2.0. In: Vilhjálmsson H. H., Kopp S., Marsella S., Thórisson K.R. (eds.) Intelligent Virtual Agents. IVA 2011. Lecture Notes in Computer Science, vol. 6895, pp. 68--79. Springer, Berlin, Heidelberg (2011).5. Gratch J., Wang N., Gerten J., Fast E. & Duffy R.: Creating Rapport with Virtual Agents. In: Pelachaud C., Martin JC., André E., Chollet G., Karpouzis K., Pelé D. (eds) Intelligent Virtual Agents. IVA 2007. Lecture Notes in Computer Science, vol 4722. Springer, Berlin, Heidelberg, (2007).6. Ho, C., & MacDorman, K.F.: Revisiting the uncanny valley theory: Developing and validating an alternative to the Godspeed indices. Comput. Hum. Behav., 26, pp. 1508-1518 (2010).
对高血压老年用户进行为期6周的游戏训练后,VR训练师对人-代理互动关系的评价
在体育训练过程中,人类与训练员的互动可以是高度参与和激励的[1],并且是基于作为相互关注和协调的动态结构的融洽关系[2]。虚拟现实(VR)中的人- agent交互旨在与虚拟agent建立类似于现实生活的交互模式和关系。研究表明,用户对虚拟代理的反应类似于真人[3],建立的关系类似于人与人之间的关系[4]。因此,在游戏中与虚拟教练建立良好的关系可以增强用户体验的吸引力和积极性。在本文中,我们报告了一项对老年高血压患者进行为期6周的游戏训练后,与虚拟教练“Anna”的感知和互动的评估研究结果。在提防项目开发的一系列游戏化游戏中,类似人类的“安娜”是交互设计的关键元素。安娜被开发为一个逼真的,全身的,女性形象(剪影),以激励参与VR培训。我们研究的主要目标是评估高级用户在多大程度上可以与虚拟培训师建立融洽的关系,从而促进积极的用户体验和培训结果。研究人员对23名年龄在65岁及以上的高血压患者进行了评估。虚拟教练Anna通过在HTC Vive Pro耳机中提供指导,建模动作和提供反馈来促进用户参与这两种游戏。我们使用[5]的15项融洽度量表来测量融洽度。该研究还应用了进一步的研究工具来探索对虚拟训练师的感知,如包含9个项目的特征表,描述了虚拟训练师的选定特征,以及包含40个形容词的双相恐怖问卷,用于评估[6]描述的可能的恐怖谷效应。融洽度量表的结果表明,虚拟培训师的设计对于建立融洽度是有效的,特别是在与虚拟培训师建立关系和提高高级用户参与VR培训的参与度方面。然而,这种设计在创造一个温暖、关怀和尊重的培训师的积极印象方面效果不佳。融洽关系量表的总体中位数为6(最小值为1,最大值为8)。对这些特征列表的评估结果显示,语音质量、言语停顿和身体动作被评为最高,其次是头部和手部动作。研究了面部表情的最低值。在恐怖谷问卷中,人性量表的中位数为1(最小值:-3,最大值:3),吸引力量表的中位数为1(最小值:0,最大值:3),怪异量表的中位数为0(最小值:-1,最大值:0)。此外,本文还探讨了高级学员对虚拟代理所选特征的感知与不确定性量表之间的关系。最后,考虑到研究的不同结果,本文在分析相关领域文献的基础上,讨论了增强虚拟培训师关系和激励效果的可能设计方案。参考文献1。Ghosh, P., Satyawadi, R., Prasad Joshi, J., Ranjan, R.和Singh, P.:迈向更有效的培训计划:培训师属性的研究,In: Industrial and Commercial training, vol. 44, pp. 194-202(2012)。《融洽关系的本质及其非语言相关因素》。见:《心理探究》,第1卷,285-293页(1990)。Garau, M., Slater, M., Pertaub, D. P. & Razzaque, S.沉浸式虚拟环境中人们对虚拟人的反应。3 .《存在》,第14期,第104-116页(2005)。Huang, L., Morency, L., and Gratch, J.:虚拟关系2.0。见:Vilhjálmsson h.h., Kopp S, Marsella S, Thórisson K.R.(编)智能虚拟代理。IVA 2011。计算机科学课堂讲稿,第6895卷,第68—79页。4 . Springer, Berlin, Heidelberg(2011)。王宁,陈建军,陈建军。基于虚拟代理的人际关系构建研究。参见:Pelachaud C., Martin JC.。(主编)智能虚拟代理(Intelligent Virtual agent)IVA 2007。计算机科学课堂讲稿,第4722卷。施普林格,柏林,海德堡,(2007).6。Ho, C, and MacDorman, K.F:《重新审视恐怖谷理论:开发和验证一个替代Godspeed指数的方法》。第一版。嗡嗡声。Behav。, 26,页1508-1518(2010)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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