NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...
NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...
NUI Galway – UL Alliance First Annual ENGINEERING AND - ARAN ...
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Non Verbal Communication within Collaborative Virtual Environments<br />
Alan Murphy and Dr. Sam Redfern<br />
Department of Information Technology<br />
National University of Ireland <strong>Galway</strong><br />
a.murphy30@nuigalway.ie, sam.redfern@nuigalway.ie<br />
Abstract<br />
This research aims to examine the usefulness of<br />
achieving unobtrusive avatar control in Collaborative<br />
Virtual Environments (CVE’s) as a means of tracking<br />
and communicating non verbal cues. Through the<br />
capture of user data in real time their avatar can in<br />
turn be animated to replicate user movement in real<br />
time. This passive control of the avatar will provide for<br />
a more realistic representation of a user in the virtual<br />
world, which in turn will provide a channel through<br />
which non verbal clues can be communicated and<br />
interpreted by participating users of the CVE.<br />
1. Introduction<br />
Collaborative Virtual Environments are distributed<br />
virtual reality systems with multi user access. There are<br />
many potential applications of these groupware systems<br />
ranging from learning environments to remote<br />
conferencing or simply virtual business meetings.<br />
In everyday face to face interactions, participants are<br />
able to utilize a full range on non-verbal<br />
communicational resources. These resources include<br />
the ability to move their head to look at each other,<br />
point or use hand gestures to address objects, change<br />
their gaze direction, posture, facial expression or their<br />
position [1].<br />
Social psychologists have argued that more than<br />
65% of the communicational information exchanged<br />
during such a face to face encounter is carried on the<br />
non verbal band [2]. Therefore, it is given that there is a<br />
need to provide support for such channels of<br />
communication when designing a platform for remote<br />
person to person communication.<br />
2. Previous Work<br />
Much work has been done in the areas of presence,<br />
immersion and awareness in CVE’s, all pertinent topics<br />
with regard to rating the quality of interactions in a<br />
virtual setting. To date many approaches taken to<br />
capture user data to recognize a hand gestures have<br />
involved mountable sensors which are used for<br />
mapping a hand movement of to that of an avatar [3]. In<br />
terms of capturing a participants emotional state much<br />
research has been based on capturing the fundamental<br />
human emotions as described in the works of emotional<br />
psychologists like Robert Plutchnik [4] and Paul Ekman<br />
[5], who propose separate but similar lists of 6-8<br />
fundamental human emotions. Most prototypic<br />
development of emotion capture solutions as applied to<br />
CVE’s to date, have solely been trained to capture this<br />
12<br />
static & finite list of primary emotions, lacking the<br />
dynamic capacity of capturing other unread emotions.<br />
3. Proposed Work<br />
The proposed work will investigate the usefulness of<br />
a user passively controlling their avatar’s facial<br />
expression by mapping their own expressions onto their<br />
avatar in real time, to convey further unread emotional<br />
states. Work to date has limited itself to focus on a few<br />
trained fundamental emotions, whereas in reality there<br />
are many more subtle emotions that only facial<br />
expressions capture. By adopting the more dynamic<br />
approach of monitoring all expressions instead of<br />
searching for a trained few, the non verbal channel of<br />
communication could be fully utilized thus improving<br />
user communication and sense of presence. A sample<br />
experiment may involve giving subject A tasks or<br />
readings to trigger these untrained emotions, and have<br />
subject B monitor the expressions of A’s avatar keeping<br />
a log of interpreted emotions. Consultation between<br />
both subjects would then determine the accuracy of B’s<br />
perceptions. The technique of tracking user’s facial data<br />
from a live video stream [Fig 1] and using this data to<br />
control an avatar’s expression in real time could offer a<br />
dynamic solution for tracking emotional states beyond<br />
Plutchnik and Ekman’s fundamental taxonomies.<br />
Fig 1. Extracting user’s head orientation from video stream.<br />
4. References<br />
[1] Steptoe, W., Wolff, R., “Eye Tracking for Avatar<br />
Eye-Gaze and Interactional Analysis in Immersive<br />
CVE’s”, CSCW’08, ACM, USA, 2008, pg 197.<br />
[2] Fabri, M., Moore, D.J., Hobbs, D.J., Smith, A.B.,<br />
“The Emotional Avatar: Non-verbal Communication<br />
between Inhabitants of CVEs”, GW’99, Springer-<br />
Verlag, Berlin, 1999, pg 269.<br />
[3] Broll,W. Meier, E., Schardt, T. “Symbolic Avatar<br />
Acting in Shared Virtual Environments”, Workshop on<br />
Behavior Planning for Life-Like Characters and<br />
Avatars, Sitges, Spain, 1999<br />
[4] Plutchik, R., “The Emotions: Facts, Theories, and a<br />
New Model”, New York: Random House. 1962