TY - GEN
T1 - Interaction and engagement between an agent and participant in an on-line communication paradigm as mediated by gaze direction
AU - Qureshi, Adam
AU - Peters, Christopher
AU - Apperly, Ian
PY - 2013/6/30
Y1 - 2013/6/30
N2 - Computer based perspective taking tasks in cognitive psychology often utilise static images to assess on-line communication [1] explaining results in terms of theory of mind (the ability to understand that other agents have different beliefs, desires and knowledge to oneself [10]). The current study utilises the method used in [1] in which participants are required to respond correctly to instructions from an on-screen director by taking the perspective of the director into account. Results showed that participants reliably made errors, attributable to not using the information from the director's perspective efficiently, rather than not being able to take the director's perspective. However, the fact that the director was represented by a static sprite could mean that participant engagement with the director and the task was low. This study, a collaboration between computer science and psychology, advances this model by incorporating head movement into a more realistic on-screen director [9], potentially improving engagement. Whether the gaze direction of the director facilitated or hindered participants in object selection was investigated, and results will be discussed in terms of the level of engagement shown by the participant with the director, as measured by their efficiency in object selection, and how this varied with gaze direction. Further adaptations of the model (body movement, blinking) will also be discussed as ways of improving engagement.
AB - Computer based perspective taking tasks in cognitive psychology often utilise static images to assess on-line communication [1] explaining results in terms of theory of mind (the ability to understand that other agents have different beliefs, desires and knowledge to oneself [10]). The current study utilises the method used in [1] in which participants are required to respond correctly to instructions from an on-screen director by taking the perspective of the director into account. Results showed that participants reliably made errors, attributable to not using the information from the director's perspective efficiently, rather than not being able to take the director's perspective. However, the fact that the director was represented by a static sprite could mean that participant engagement with the director and the task was low. This study, a collaboration between computer science and psychology, advances this model by incorporating head movement into a more realistic on-screen director [9], potentially improving engagement. Whether the gaze direction of the director facilitated or hindered participants in object selection was investigated, and results will be discussed in terms of the level of engagement shown by the participant with the director, as measured by their efficiency in object selection, and how this varied with gaze direction. Further adaptations of the model (body movement, blinking) will also be discussed as ways of improving engagement.
KW - Engagement
KW - Gaze direction
KW - On-line communication
KW - Theory of mind
UR - http://www.scopus.com/inward/record.url?scp=84898774483&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84898774483&partnerID=8YFLogxK
U2 - 10.1145/2557595.2557603
DO - 10.1145/2557595.2557603
M3 - Conference proceeding (ISBN)
AN - SCOPUS:84898774483
SN - 9781450325813
T3 - ACM International Conference Proceeding Series
BT - INPUTS/OUTPUTS Conference
PB - Association for Computing Machinery
T2 - 2013 INPUTS/OUTPUTS Conference: Interdisciplinary Approaches to Causality in Engagement, Immersion, Presence and Related Concepts in Performance and Human-Computer Interaction, Inputs-Outputs 2013
Y2 - 26 June 2013 through 26 June 2013
ER -