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
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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 />
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