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1. Walking Your Virtual Dog:
Analysis of Awareness and Proxemics with Simulated
Support Animals in Augmented Reality
ISMAR 2019
Nahal Norouzi, Kangsoo Kim, Myungho Lee, Ryan Schubert, Austin Erickson, Jeremy Bailenson, Gerd Bruder, Greg Welch
Presenter: Seunghyeong Choe
2020. 07. 24
2. Contents
• Overview
• Related Work
• Research Questions
• Experimental Design
• Measures and Hypothesis
• Results
• Discussions
3. Overview of the paper
2
Virtual
Animal
Robotics
Animal
• social companion
• emotional support
• strong social bond
• Human-Animal Interaction
• Emotional interaction
• Co-existence
• Companionship
• Therapy
Application in VR and AR
Understanding of behaviors and characteristics of virtual animals in HMD and their interaction
4. • Psychology: Positive effects of domestic animals [1]
Blood pressure [2]
Stress management [3]
Depression [4]
• Robotics
Sony Aibo: Comparison of behavior between real dog and Sony Aibo [5]
Cat toy [6]
Similar behavioral responses towards both robot and real dog [7]
Related Work
3
[1] S. A. Zinn and A. M. Beck. From the Editors: The humananimal bond and domestication: Through the ages . . . animals in our lives. Animal Frontiers, 4(3):5–6, 2014.
[2] K. Allen. Are pets a healthy pleasure? the influence of pets on blood pressure. Current Directions in Psychological Science, 12(6):236–239, 2003.
[3] J. M. Siegel. Stressful life events and use of physician services among the elderly: the moderating role of pet ownership. Journal of personality and social psychology, 58(6):1081, 1990.
[4] D. M. Collins, S. G. Fitzgerald, N. Sachs-Ericsson, M. Scherer, R. A. Cooper, and M. L. Boninger. Psychosocial well-being and community participation of service dog partners. Disability and Rehabilitation: Assistive Technology, 1(1-2):41–48, 2006.
[5] G. F. Melson, P. H. Kahn Jr, A. M. Beck, B. Friedman, T. Roberts, and E. Garrett. Robots as dogs?: children’s interactions with the robotic dog AIBO and a live australian shepherd. In ACM Human factors in computing systems, pp. 1649–1652, 2005.
[6] K. Thodberg, L. U. Sørensen, P. B. Videbech, P. H. Poulsen, B. Houbak, V. Damgaard, I. Keseler, D. Edwards, and J.W. Christensen. Behavioral responses of nursing home residents to visits from a person with a dog, a robot seal or a toy cat. Anthrozoos, 29(1):107–121, 2016.
[7] A. Kerepesi, E. Kubinyi, G. Jonsson, M. Magnusson, and A. Miklosi. Behavioural comparison of human–animal (dog) and human–robot (aibo) interactions. Behavioural processes, 73(1):92–99, 2006.
5. • VR/AR on human-animal interaction
The Sims: Pets , Nintendogs
Animals in a digital classroom increased learning motivation [1]
Healthy habits in eating [2] and exercise [3]
Realistic rendering and animation [4, 5, 6, 7]
• Proxemics and Locomotion Behavior
Proxemics (근접학)
• Managing surrounding space in reaction to other social and nonsocial entities in the space
• Keeping a comfortable distance while walking with other people
No prior work of the effects of AR animals on proxemics and locomotion behavior
Related Work
4
[1] Z.-H. Chen, C.-Y. Chou, Y.-C. Deng, and T.-W. Chan. Active open learner models as animal companions: Motivating children to learn through interacting with my-pet and our-pet. International Journal of Artificial Intelligence in Education, 17(2):145–167, 2007.
[2] S. J. Ahn, K. Johnsen, J. Moore, S. Brown, M. Biersmith, and C. Ball. Using virtual pets to increase fruit and vegetable consumption in children: A technology-assisted social cognitive theory approach. Cyberpsychology, Behavior, and Social Networking, 19(2):86–92, 2016.
[3] S. J. Ahn, K. Johnsen, T. Robertson, J. Moore, S. Brown, A. Marable, and A. Basu. Using virtual pets to promote physical activity in children: An application of the youth physical activity promotion model. Journal of health communication, 20(7):807–815, 2015.
[4] S. Coros, A. Karpathy, B. Jones, L. Reveret, and M. Van De Panne. Locomotion skills for simulated quadrupeds. In ACM Transactions on Graphics, vol. 30, p. 59, 2011.
[5] X. B. Peng, G. Berseth, and M. Van de Panne. Dynamic terrain traversal skills using reinforcement learning. ACM Transactions on Graphics, 34(4):80, 2015.
[6] L.-Q. Yan, C.-W. Tseng, H. W. Jensen, and R. Ramamoorthi. Physically-accurate fur reflectance: modeling, measurement and rendering. ACM Transactions on Graphics, 34(6):185, 2015.
[7] H. Zhang, S. Starke, T. Komura, and J. Saito. Mode-adaptive neural networks for quadruped motion control. ACM Transactions on Graphics, 37(4):145, 2018.
6. • Existing initial realizations
Related Work
5
Playstation EyePet Microsoft HoloPet Magic Leap Porg
7. Research Questions
6
Q1
Q2
Q3
How does walking an AR dog change its owner’s locomotion behavior
and proxemics in the presence of another person?
How do the AR dog’s awareness and behavior with respect to a person
in the physical environment affect its owner’s perception of the dog
and that person?
How does another person’s apparent ability to see the AR dog affect
the owner’s perception and behavior with respect to the dog
and that person?
8. • Investigate AR dog on,
Human perception, behavior, locomotion, and proxemics.
• Participants
21 participants (8 females, 13 males, graduate and undergraduate students)
14 owned pets
13 reported experience interacting with virtual pets
Familiarity
• Computer: 5.38/7
• VR: 4.71/7
• AR: 3.42/7
4 participants were excluded because of technical issues of HoloLens HMD
Experimental Design
7
9. • AR dog’s appearance and control
Beagle dog [1, 2] model animated and rendered via the Unity graphics engine
Following and keeping a distance of 35cm from left or right side of participants
Set speed to 0.5m/s [3, 4, 5]
Auditory feedback: panting, barking, or sniffing
Remotely controlled by a human experimenter using a separate computer
Experimental Design: Material
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[1] R. Coppinger and L. Coppinger. Dogs: A Startling New Understanding of Canine Origin, Behavior & Evolution. Scribner, 1st ed., 2001.
[2] V. Schwind, K. Leicht, S. J¨ager, K. Wolf, and N. Henze. Is there an uncanny valley of virtual animals? a quantitative and qualitative investigation. International Journal of Human-Computer Studies, 111:49–61,
2018.
[3] G. Goslow, H. Seeherman, C. Taylor, M. McCutchin, and N. Heglund. Electrical activity and relative length changes of dog limb muscles as a function of speed and gait. Journal of Experimental Biology, 94(1):15–42, 1981.
[4] C. T. Rubin and L. E. Lanyon. Limb mechanics as a function of speed and gait: a study of functional strains in the radius and tibia of horse and dog. Journal of experimental biology, 101(1):187–211, 1982.
[5] Swifto: How fast should I walk my dog? . https://swifto.com/blog/howfast-should-i-walk-my-dog, 2019.
6 behavior patterns 4 color patterns
10. • Physical setup
Experimental Design: Material
9
Preparation Room
• Quiet, isolated
• Give description and instruction
Human Confederates
• Include co-experimenters
• Perform standardized behaviors
Interaction Room
• Regular office-like image projected onto the walls
Walkway
• Measure walking behavior
11. • 2 X 2 mixed factorial design
Confederate:
• Aware: Saying ”Oh, there’s a dog”
• Unaware: Did not wear a HoloLens
AR dog:
• Aware: Respond to the collision
• Unaware: Foot pass through the AR dog
Experimental Design: Study Design
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12. • Phase 1 [Dog Personalization]
Choosing appearance and naming
• Phase 2 [Play session]
Wear HoloLens and see the AR dog
3 minutes to interact and play with verbal commands
Experimental Design: Procedure
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13. • Phase 3 [Witnessing Collision]
• Phase 4 [Walking without AR Dog]
• Phase 5 [Walking with AR Dog]
• Experience another Phase 3-5 with a
different condition
Experimental Design: Procedure
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14. • Proxemics and Locomotion Behavior
Logged head pose tracking information (Phase 4, 5)
Measures and Hypotheses
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Passing Distance
Walking Speed
Head Rotation
Trajectory Length
Observation Ratio
• Minimum clearance distance to the confederate
• Indicator of participants’ personal space and social presence with other entities
• Average walking speed
• Faster or slower than 0.5m/s: participants’ connection to their dog
• Trajectory of participants’ gaze
• Length of the path
• The time participants looked at their AR dog and divided it by
the total time when the collision happened
15. • AR Animal Perception in a Shared Space
Questionnaires
Measures and Hypotheses
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Co-Presence
Godspeed
Perceived Physicality
Affective Attraction
• Basdogan’s Co-Presence questionnaire [1]
• “Anthropomorphism” category of the Godspeed questionnaire
designed by Bartneck et al. [2]
• Trajectory of participants’ gaze
• Length of the path
[1] C. Basdogan, C.-H. Ho, M. A. Srinivasan, and M. Slater. An experimental study on the role of touch in shared virtual environments. ACM Transactions on Computer-Human Interaction, 7(4):443–460, 2000.
[2] C. Bartneck, E. Croft, and D. Kulic. Measurement instruments for the anthropomorphism, animacy, likeability, perceived intelligence, and perceived safety of robots. International Journal of Social Robotics, 1(1):71–81, 2009.
16. • Hypothesis
H1: Different proxemics and locomotion behavior will be exhibited with the AR dog
H2: Different proxemics and locomotion behavior will be exhibited:
• When the dog aware the confederate
• When the confederate aware the dog
H3: If the dog is aware and reactive to the collision,
• Experience a higher level of co-presence
• Perceive it as a more physical entity
H4: If the dog is aware and reactive to the collision,
• Score higher in the Animalism category of the Godspeed questionnaire
H5: Lower levels of affect to the confederate through the affective attraction
• When the dog aware the confederate
• When the confederate aware the dog
Measures and Hypotheses
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17. • Proxemics and Locomotion Behavior
Results
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• AR dog influenced proxemics behavior
• No significant difference between groups 𝐶 𝑋,𝐴 and 𝐶 𝑋,𝑈, and groups 𝐶𝐴,𝑋 and 𝐶 𝑈,𝑋
• Effect of social presence
18. • Proxemics and Locomotion Behavior
Results
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• Slowed down when walking with their AR dog
• No significant difference between groups 𝐶 𝑋,𝐴 and 𝐶 𝑋,𝑈, and groups 𝐶𝐴,𝑋 and 𝐶 𝑈,𝑋
19. • Proxemics and Locomotion Behavior
Results
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• Significant difference between alone and with dog
• No significant difference between groups 𝐶 𝑋,𝐴 and 𝐶 𝑋,𝑈, and groups 𝐶𝐴,𝑋 and 𝐶 𝑈,𝑋
20. • Proxemics and Locomotion Behavior
Results
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• Longer path with the dog
• No significant difference between groups 𝐶 𝑋,𝐴 and 𝐶 𝑋,𝑈, and groups 𝐶𝐴,𝑋 and 𝐶 𝑈,𝑋
21. • Proxemics and Locomotion Behavior
Results
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• Observe more if the dog respond to the collision
• No significant difference between groups 𝐶𝐴,𝑋 and 𝐶 𝑈,𝑋
22. • AR Animal Perception in a Shared Space
Results
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𝑪 𝑿,𝑨 (respond to collision) shows,
• Higher co-presence score
• Higher associated animalism
• Higher perceived physicality score
• Lower affect was perceived
* Affective Attraction: recognize confederate, 발에 걸려 넘어지지 않았을 경우 confederate을 더 많이 의식함
23. • Qualitative Feedback
No significant correlation between ownership and how they address AR dog
Keeping distance not to collide, giving more space to the AR dog
Check the dog is following well
Lack of trust if the dog was unaware of confederate
Looking back to check further interactions
Results
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24. • Effect of an AR Dog on Proxemics and Locomotion Behavior
AR dog changed movement and orientation (H1 and H2)
No attachment sensors → might result in more attentive behavior
• Effect of an AR Dog’s Awareness on Participant Perception
Reacting to the collision
AR dog aware the confederate
Walked over the aware AR dog
No significant difference whether confederate aware the AR dog (H5-2)
• due to short duration interaction, maybe
AR dog with awareness and collision response affects,
• the dog’s perceived awareness of the environment
• the perceived awareness of the participant
Discussion
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→ Feel co-presence (H3)
→ Higher degree of Animalism (H4)
→ Lower affect score to the confederate (H5-1)
25. • Longer duration interaction
• Task oriented AR animal
• AI and IoT will increase interactivity
Future Work
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26. • Psychological aspects
Behavior modification
Positive effects on heartrate or depression
• Good for people who have difficulty raising pets
• Task oriented AR animal
Dogs for the blind
Criticism
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