{"title":"Evaluation of Omnipresent Virtual Agents Embedded as Temporarily Required Assistants in Immersive Environments","authors":"Andrea Bönsch, Jan Hoffmann, J. Wendt, T. Kuhlen","doi":"10.1109/VHCIE.2019.8714726","DOIUrl":null,"url":null,"abstract":"When designing the behavior of embodied, computer-controlled, human-like virtual agents (VA) serving as temporarily required assistants in virtual reality applications, two linked factors have to be considered: the time the VA is visible in the scene, defined as presence time (PT), and the time till the VA is actually available for support on a user's calling, defined as approaching time (AT). Complementing a previous research on behaviors with a low VA's PT, we present the results of a controlled within-subjects study investigating behaviors by which the VA is always visible, i.e., behaviors with a high PT. The two behaviors affecting the AT tested are: following, a design in which the VA is omnipresent and constantly follows the users, and busy, a design in which the VA is self-reliantly spending time nearby the users and approaches them only if explicitly asked for. The results indicate that subjects prefer thefollowing VA, a behavior which also leads to slightly lower execution times compared to busy.","PeriodicalId":363540,"journal":{"name":"2019 IEEE Virtual Humans and Crowds for Immersive Environments (VHCIE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE Virtual Humans and Crowds for Immersive Environments (VHCIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VHCIE.2019.8714726","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
When designing the behavior of embodied, computer-controlled, human-like virtual agents (VA) serving as temporarily required assistants in virtual reality applications, two linked factors have to be considered: the time the VA is visible in the scene, defined as presence time (PT), and the time till the VA is actually available for support on a user's calling, defined as approaching time (AT). Complementing a previous research on behaviors with a low VA's PT, we present the results of a controlled within-subjects study investigating behaviors by which the VA is always visible, i.e., behaviors with a high PT. The two behaviors affecting the AT tested are: following, a design in which the VA is omnipresent and constantly follows the users, and busy, a design in which the VA is self-reliantly spending time nearby the users and approaches them only if explicitly asked for. The results indicate that subjects prefer thefollowing VA, a behavior which also leads to slightly lower execution times compared to busy.