Article

Close Encounters of the Virtual Kind: Agents Simulating Copresence

Taylor & Francis
Applied Artificial Intelligence
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Abstract

Results of a field study of an open-access collaborative virtual environment in actual use suggested that awareness of others significantly increases the level of presence experienced by participants. Given the importance of copresence, this paper argues that, in the absence of other human collaborators in a collaborative virtual environment, copresence can potentially be simulated using agent technology. A controlled experiment deploying a prototype embodied conversational agent was conducted to investigate the potential of such agents to simulate copresence. This paper briefly introduces the concepts of presence and copresence, summarizes experiences drawn from the field study, reports on the controlled experiment, and discusses its results. Results suggest that even limited copresence as provided by the current prototype agent is sufficient to help users feel presence in the environment.

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... A third property of 3D worlds that may contribute to their usefulness in supporting the creative functioning of groups is that the mere existence of other visible avatars may facilitate a sense of presence, the feeling of actually being in the environment, which in turn may be associated with more engagement in the task. Although, different researchers have different conceptions of presence (see Biocca, Harms, & Burgoon, 2003), case studies and experimental work have shown that individuals have a greater sense of presence when other avatars are in the same space, and even when the other is a computer generated embodied conversation agent (Gerhardt, Moore, & Hobbs, 2005). Although other technologies that support group interaction (e.g., Elluminate) have presence awareness features, such as a list of other participants who are logged in, the salient visual representation of avatars in 3D worlds may give them an edge in producing a sense of presence. ...
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... Interaction appears to increase presence in VR (Choi et al., 2001;Gerhard et al., 2005;IJsselsteijn et al., 2006;Lin et al., 2004;Persky et al., 2009) and has been proposed to be an important element in VRE environments for SAD (Emmelkamp et al., 2020). This study points to the fact that noninteractive VR that prompts interaction can lead to an acute sense of artificiality. ...
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... So, among other ways, the enactive mode can be achieved through a human guide lecturer. Taking into account that several research works on virtual and mixed environments have shown the co-presence g imapact of virtual humans (Gerhard, Moore, and Hobbs 2005) (Luo, Shimada, and Sato 2014), we propose to simulate the presence of a human guide by a virtual human in M.A.R.T.S. As it will be detailed further, the enactive mode is represented by a virtual human guide simulating the presence of a human guide and supported by our "Selection" paradigm. ...
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... Perception of sensory stimuli and the understanding of symbols In this paper we presented a new set of tools designed to are ways to sense the others' presence. In this case, presence is closely related to immersion [16]. ...
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... When they do, research shows that this increases the degree of presence experienced by the human in the virtual environment (Gerhard, Moore, & Hobbs, 2004Groom et al., 2009;Guadagno, Blascovich, Bailenson, & McCall, 2007;Guadagno, Swinth, & Blascovich, 2011). Presence is the subjective sense of being in an environment, and studies have suggested that presence is positively related to copresence, which involves a person's perception of another mind that is capable of perceiving them (Gerhard et al., 2005). In other words, the extent to which a person feels immersed in a virtual social environment is related to the person's perception that there are other sentient beings in that environment. ...
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Internet use has increased dramatically in the past two decades, including the use of three-dimensional virtual environments in which individuals represent themselves via avatars and can develop and share creative content within those worlds. The authors examine the content of virtual worlds with particular attention to tools that allow expressing individuality, objects that appear to imitate real world content, as well as those that break from real world constraints. The authors also introduce the construct of individualized collaboration. Unlike face-to-face group activities in real world settings, in which the ambient conditions are largely the same for all participants, virtual worlds have properties that make it possible, in principle, for individuals to personalize their experience even while interacting with others in collaborative groups. Virtual worlds provide an opportunity to ask traditional questions about creativity in a new context, but also introduce a range of new questions that can lead to new insights and understandings about creativity in general.
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