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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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6.4. Eye-tracking for Interaction<br />

to the subjects than any other. We believe this is due to a potential bias of the subjects towards<br />

the expectation of an “always attentive” virtual character.<br />

Confirmation of the second hypothesis. From the results we obtained with the healthy<br />

subjects, we have been able to confirm our second hypothesis; that a character changing<br />

behavior with respect to human eye contact behavior seems more normal than a character<br />

that randomly changes behavior.<br />

Bias on character behavior. As mentioned, we believe that there was a bias towards an<br />

always attentive virtual character in the case of healthy subjects. However, interestingly<br />

enough, this bias was reversed in the case of the young girl suffering from Asperger syndrome.<br />

Indeed, she thought that it was normal for the character to seem uninterested and<br />

distracted. It has to be noted that the healthy subjects were exposed for a shorter amount of<br />

time than the case study subject. This bias towards always attentive behaviors may thus have<br />

decreased in the case of a longer exposure.<br />

Testing on a phobic population. In this experiment, we have tested our application on<br />

healthy subjects mainly. The case study we have conducted on a young patient suffering<br />

from Asperger syndrome, however, gave very promising results. Our application should<br />

therefore be tested on a phobic population in order to evaluate its efficacy. Moreover, it<br />

would allow us to verify whether the same bias towards uninterested and distracted virtual<br />

characters would be present in such a phobic population as was seen in our case study.<br />

6.4.5 Conclusion<br />

In this section, we have described the experiment we have conducted over 12 healthy subjects<br />

and the results we have obtained from their subjective feedback regarding the realism of<br />

the character behaviors in 4 different situations: always bored, always attentive, randomly<br />

animated, and animated with respect to the subject eye contact behavior. We have also tested<br />

our application on a young girl suffering from Asperger syndrome. In this case study, we<br />

used a hybrid approach where the character changed behavior either when triggered by hand<br />

or with respect to the subject’s eye contact behavior in order to be able to force the character’s<br />

attention at the beginning of the exposure session.<br />

The results we have obtained on the healthy population have partially confirmed our first<br />

hypothesis and fully the second. The subjects clearly identified the different behaviors but<br />

seemed to be biased towards an always attentive character. Concerning the case study, this<br />

bias was reversed. She expected the virtual character to be uninterested. During exposure, the<br />

subject reacted very strongly to character behavior change. She clearly identified the change<br />

and was affected by it. Moreover, the eye-tracking measures corroborated her impressions<br />

during the exposure session. This demonstrates the potential of closing the loop to reveal<br />

and trigger more elaborate interactions between the users and the virtual characters.<br />

We strongly believe that this new form of interaction based on gaze behavior will greatly<br />

amplify immersion and thus, the potential of VRET for the treatment of social phobia. We<br />

believe that such a tool, that can induce such a positive feedback loop, can be of great help to<br />

therapists in the treatment of social phobia by CBT. More specifically, we think that it could<br />

be used to make patients understand that they can change people’s behaviors with their own.<br />

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