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

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Chapter 7. Experimental Validation - Agoraphobia<br />

Finally, we analyzed the eye-tracking data for the 10 participants who wore this device.<br />

We have not noticed any difference in the types of assessments to the various questions we<br />

have asked between users who wore the combined eye- and head-tracking device and those<br />

who wore the head-tracking device only. Eye-tracking therefore does not seem to have a<br />

significant added value in the determination of a user’s gaze direction. As mentioned at the<br />

beginning of this chapter, we also analyzed eye scan velocity and pupil dilation. Indeed,<br />

hyperscanning is a symptom found in people suffering from social phobia [Horley et al.,<br />

<strong>20</strong>04] and pupil size is known to increase with anxiety [Marks, 1987]. Our results, however,<br />

were not probing. We did not obtain any correlation between eye scan velocity, pupil dilation<br />

and the subjective ratings to the questions we asked. However, this is probably due to the<br />

fact that we did not deal with a phobic population. We believe that both eye scan velocity<br />

and pupil dilation could actually be very good indicators of the presence of increased anxiety<br />

depending on the various modes in agoraphobic patients. However, we would need to test<br />

our application on such a population to confirm these hypotheses.<br />

7.5 Discussion<br />

Simulation related problems. We have encountered several problems in the display of our<br />

simulation which have interfered with the features we wanted to evaluate. First, there was<br />

no collision detection between characters and with the user. They thus collided with and<br />

intersected the user from time to time. For some participants, this considerably reduced their<br />

evaluation of character awareness. Here as well, we can mention the uncanny valley effect as<br />

there were clearly inconsistencies between character appearance and behavior. Moreover, the<br />

frame rate being quite slow due to the complexity in the four-screen display, the scene lagged<br />

from time to time, which we believe provoked a decrease in the feeling of immersion. Finally,<br />

also due to those quite slow frame rates, we had to display our characters in a lower level of<br />

detail. They thus lacked facial animation, which we also believe considerably reduced the<br />

feeling of immersion.<br />

Combination of gaze and gesture. When we evaluated our application, we allowed for<br />

the users to interact with the characters using both gaze and gesture. We believe that we<br />

should have evaluated these two forms of interaction separately. Indeed, some participants<br />

were distracted by the waving and thus did not pay very much attention to the gazing behaviors.<br />

Moreover, when the gesture was not recognized, the characters did not respond. Some<br />

participants’ evaluation of awareness and friendliness therefore suffered from this.<br />

Computation of Interest Points. We have seen from our results that even though the characters<br />

were looking at each other in the random mode, the participants did not perceive their<br />

awareness towards each other. We believe this is due to a random choice of interest points<br />

to look at instead of a logical one. We thus think that this mode of the application could<br />

greatly benefit from the implementation of an interest point detection algorithm as the one<br />

we presented in Chapter 4.<br />

Validation with a phobic population. Nevertheless, we believe our application to have a<br />

high potential in the treatment of agoraphobia with crowds. We believe that it could prove<br />

to have very high immersive qualities. Moreover, the application allows the definition of the<br />

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