Bailenson, Jeremy. Transformed Social Interaction in Virtual Reality. 19 October 2009

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Transformed Social Interaction in Virtual Reality

Jeremy Bailenson

Dept of Comm

Stanford Univ

Virtual Human Interaction Lab

Contents

Digital identities in the Home and in Online Communities (Avatars)

Expansive notion of digital identity / avatar:

  • JPEG photo
  • Voice recording, represented by wave graphic
  • Social networking service profile
  • Facial recognition map

Digital Immersive Virtual Environment Technology

Feedback, sensing:

  • Head Tracking device
  • Rendering computer
  • Update A/V display
  • Repeat

Generating a good facial map:

Facial expression tracking:

  • 22 dot facial map

Collaborative virtual environment:

  • Shared models, textures are stored locally
  • Network is used for sharing movement, position data

Transformed Social Interaction (TSI)

Transformed Social Interaction (TSI) Overview

  • Actual behavior
  • Strategic filter
    • Software filter?
  • Transformed behavior

Categories of transformation (TSI)

  • Self representation
  • Social-sensory abilities
  • Social context

Augmented Gaze

  • Transgress boundaries of conventional physical interaction
    • Give full eye contact to multiple listeners

Digital Chameleon

  • Reflect strategy
  • Mirror or imitate the listener
  • Computational: translate movement, position data

Simple implementation:

  • Listener mimics speaker exactly at 4 sec lag
    • "2 lines of code"
  • Negotiation test using handshake machine
    • Reflexive handshake, shake your own hand
    • Did not work for females
    • Zero detection of mirroring

Facial Ientity Capture

Presidential election

  • National random sample (N=200)
  • 3 Groups
    • No morph
    • Bush morph, Kerry unmodified
    • Kerry morph, Bush unmodified
  • Candidate facial blend (60/40 ratio)
  • Significant effect on voter preference
    • Voters likely to prefer candidate with whom they are blended

Transforming social perception

Limitation of single speaker in a classroom

  • People in corners of rooms are ignored a 3rd of the time

Experiment:

  • Folks being ignored turn transparent
  • Result: teacher keeps them in the mix
    • Assume better learning, more engaged students

Transformed Proximity

Classroom:

  • Is there a "sweet spot" in the classroom?
    • Center, front
  • Students in sweet spot have significant improvement
    • Relationship toward the motivations for selecting a particular seat?

Experiment:

  • Everyone experiences the room as though they are in the "sweet spot" alone

Stranger in the virtual mirror

  • Subject confronts a "reflected" image in the mirror
  • This image changes some fundamental identity category
    • e.g. White male becomes female POC
    • Subject interacts with confederate
  • Studies ran on attractiveness, race, height, age

Note: confidence established in VW lingers for at least 1 hour.

Veja Du: feels like I've never been here before

  • Craft a model of S
  • Animate model performing actions that the S has never done
  • S watches, influences avatar in 3rd person

False memory formation

  • Craft animations of children swimming with whales

Q&A

What about closeness of VW representation to RW?

  • Photorealism helpful when it matters
  • Behavioral realism more important

Agent v Avatar?

  • Broken distinction

Media literacy, will effects decrease as novelty wears off?

  • "Hope so" because some results are alarming
  • Promising: mimicry detectors believe it to be mockery!

Will avatar-mediated activities be widespread in the future?

  • Popularity of gaming, SNS suggests: yes.

Abuse in political campaign:

  • Craft a morph for every citizen in FL, OH, NH, etc.
  • Mathematically possible
  • Ethically odious

Where do you get ideas for research?

  • Mentioned Neuromancer in first paragraph of NSF proposal
  • Science Fiction provides inspiration

Future research:

  • Confronting carbon footprint w/in VW
    • A life of Charmin is killing trees in a virgin forest
  • Games for change
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