Path Modeling of Visual Attention, User Perceptions, and Behavior Change Intentions in Conversations With Embodied Agents in VR

IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Sagar A. Vankit, Vivian Genaro Motti, Tiffany D. Do, Samaneh Zamanifard, Deyrel Diaz, Andrew T. Duchowski, Bart P. Knijnenburg, Matias Volonte
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Abstract

This study examines how subtitles and image visualizations influence gaze behavior, working alliance, and behavior change intentions in virtual health conversations with ECAs. Visualizations refer to images on a 3D model TV and text on a virtual whiteboard, both reinforcing key content conveyed by the ECA. Using a 2 × $$ \times $$ 2 factorial design, participants were randomly assigned to one of four conditions: no subtitles or visualizations (Control), subtitles only (SUB), visualizations only (VIS), or both subtitles and visualizations (VISSUB). Structural equation path modeling showed that SUB and VIS individually reduced gaze toward the ECA, whereas VISSUB moderated this reduction, resulting in less gaze loss than the sum of either condition alone. Gaze behavior was positively associated with working alliance, and perceptions of enjoyment and appropriateness influenced engagement, which in turn predicted behavior change intentions. VIS was negatively associated with behavior change intentions, suggesting that excessive visual input may introduce cognitive trade-offs.

Abstract Image

虚拟现实中与具身代理对话中视觉注意、用户感知和行为改变意图的路径建模
本研究探讨字幕和图像可视化如何影响与eca虚拟健康对话中的凝视行为、工作联盟和行为改变意图。可视化是指3D模型电视上的图像和虚拟白板上的文本,两者都加强了ECA传达的关键内容。使用2 × $$ \times $$ 2因子设计,参与者被随机分配到四种条件中的一种:无字幕或可视化(对照),只有字幕(SUB),只有可视化(VIS),或既有字幕和可视化(VISSUB)。结构方程路径模型显示,SUB和VIS分别减少了对ECA的凝视,而VISSUB调节了这种减少,导致的凝视损失小于单独使用任何一种条件的总和。凝视行为与工作联盟呈正相关,而对享受和适当性的感知影响了投入,而投入反过来又预测了行为改变意图。VIS与行为改变意图呈负相关,表明过度的视觉输入可能会引入认知权衡。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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