How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual Spaces

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Junko Ichino, Masahiro Ide, Takehito Yoshiki, Hitomi Yokoyama, Hirotoshi Asano, Hideo Miyachi, Daisuke Okabe
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引用次数: 0

Abstract

This study explores how gaze visualization in virtual spaces facilitates the initiation of informal communication. Three styles of gaze cue visualization (arrow, bubbles, and miniature avatar) with two types of gaze behavior (one-sided gaze and joint gaze) were evaluated. 96 participants used either a non-visualized gaze cue or one of the three visualized gaze cues. The results showed that all visualized gaze cues facilitated the initiation of informal communication more effectively than the non-visualized gaze cue. For one-sided gaze, overall, bubbles had more positive effects on the gaze receiver's behaviors and experiences than the other two visualized gaze cues, although the only statistically significant difference was in the verbal reaction rates. For joint gaze, all three visualized gaze cues had positive effects on the receiver's behaviors and experiences. The design implications of the gaze visualization and the confederate-based evaluation method contribute to research on informal communication and social virtual reality.
注视可视化如何促进三维虚拟空间中的非正式交流
本研究探讨了虚拟空间中的凝视可视化如何促进非正式交流的启动。评估了三种凝视线索可视化风格(箭头、气泡和微型化身)和两种凝视行为(单侧凝视和联合凝视)。96名参与者使用非可视化凝视线索或三个可视化凝视线索中的一个。结果表明,所有视觉化的凝视线索都比非视觉化的注视线索更有效地促进了非正式交流的启动。总体而言,对于单侧凝视,与其他两种视觉凝视线索相比,气泡对凝视接受者的行为和体验有更积极的影响,尽管唯一具有统计学意义的差异是言语反应率。对于共同凝视,所有三个可视化的凝视线索都对接受者的行为和体验产生了积极影响。凝视可视化和基于联盟的评估方法的设计含义有助于非正式交流和社交虚拟现实的研究。
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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来源期刊
ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction 工程技术-计算机:控制论
CiteScore
8.50
自引率
5.40%
发文量
94
审稿时长
>12 weeks
期刊介绍: This ACM Transaction seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction. Since its first issue in March 1994, it has presented work of the highest scientific quality that contributes to the practice in the present and future. The primary emphasis is on results of broad application, but the journal considers original work focused on specific domains, on special requirements, on ethical issues -- the full range of design, development, and use of interactive systems.
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