30.06.2013 Views

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

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

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

6.4. Eye-tracking for Interaction<br />

6.4 Eye-tracking for Interaction<br />

In this experiment, our aim was to evaluate and validate our application allowing interaction<br />

between a user and a virtual character using gaze. As in the previous experiments, we used<br />

the combination of eye- and head-tracking described at the beginning of this chapter. The<br />

subjects participating in the experiment were seated in front of our back-projection screen<br />

on which we projected the bar environment depicted on the middle left of Figure 3.1. As<br />

explained in Chapter 3.3, our application then receives the eye-tracking and the head-tracking<br />

data and determines whether the user is looking at the virtual character or not. When the user<br />

is looking at the character, hence, when the tracking coordinates are within the bounds of the<br />

virtual character projected on screen, this character demonstrates positive attitudes, shows<br />

interest in what the user is saying and looks back at him/her. On the other hand, when the<br />

user is not looking at the character, hence, when the tracking coordinates are outside the<br />

virtual human bounds, this character’s attitude changes and becomes bored and distracted.<br />

The character looks away, at the ceiling or in other directions, sighs, or looks at his/her<br />

fingernails or watch.<br />

6.4.1 Experimental Protocol - Healthy Subjects<br />

Our hypotheses before conducting this experiment were the following: first, we believed that<br />

the subjects would evaluate a character changing behavior as more realistic than a character<br />

being always attentive or always distracted. Secondly, we believed that the subjects would<br />

consider a character changing attitude with respect to the user’s eye contact behavior as<br />

more realistic than a character that randomly changes behavior. In order to evaluate our<br />

application, we have conducted an experiment in which 12 healthy people were asked to<br />

talk to a virtual character in a bar environment for a couple of minutes. These subjects<br />

were not from any specific socio-economical background. However, they were all aged<br />

25 − 35. The exposure was four-fold; each of the subjects was exposed during 2 to 3 minutes<br />

to four different characters, depicted in Figure 6.11: one which was always attentive and<br />

demonstrated a positive attitude, one which always looked away from the user and seemed<br />

bored and distracted, one which randomly changed attitude between attentive and distracted<br />

throughout the session, and one that changed attitude depending on the subject’s eye-contact<br />

behavior. More specifically, in this last case, the virtual character looked at the user and<br />

seemed attentive and interested when it was being looked at. On the other hand, it lost<br />

interest and even seemed bored when it was avoided by eye contact. The four versions of<br />

this same scene were set in front of each of the 12 subjects in pseudo-random order. However,<br />

the order in which the characters were presented stayed the same.<br />

We included the always attentive and always distracted versions in the study in order to<br />

verify that the subjects could identify the differences in behavior of our virtual characters.<br />

We then included the random and eye-tracked versions of the scene in order to verify our<br />

hypotheses: that a character that changed behavior was more realistic than a character that<br />

did not and that it was even more realistic when these changes were not random but depended<br />

on human actions. Finally, the subjects were asked to evaluate each of the four characters by<br />

answering a set of questions using a five-point Likert scale [Likert, 1932]:<br />

95

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!