Transformed Social Interaction – TSI Theory (Bailenson et al. 2008) To describe the transformation of interaction in mediated communication environments.

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Presentation transcript:

Transformed Social Interaction – TSI Theory (Bailenson et al. 2008) To describe the transformation of interaction in mediated communication environments of humans.

Applying TSI in QuizMaster and virtual worlds Mediation - TSI is a mediated communication theory. It is not specific to virtual worlds Transformation - the model of communication and effects of the interactants are changed, or transformed, during the interaction. Avatars - the mediation is the use of avatars, or avatar-mediated communication

Avatar mediated communication (AMC) AMC is the use of avatar for purpose of communication The use of avatars: – Rich and multi-modal communication Multiple channels (visual, audio, gestures, facial expressions) Emotions – Self-representation You got to pick an image you want to show other people

Avatar-mediated communication Fidelity Co-presence Real time A three-dimensional model of communication Video-conferencing Avatar-mediated Face-to-face Anonymous forums

Impact of TSI on our project If we can program the non-playing characters (NPCs) as close as possible to the way the human will use the avatars, we expect that the engagement and satisfaction, and eventually the very objective of the application (in our case, learning effectiveness) will increase.

Implementing TSI Three principles of TSI – Self-representation – Sensory abilities – Situational context

Principle 1: Self-Representation There is evidence in support of the advantage of self- representation. For example, Bailenson, et al. found that the morphing of faces of political candidates with potential voters will increase the affective bonding in low information context (Bailenson et al., 2006)

Principle 1: Self-Representation (Con’t) the dramatic and subtle changes to the – Appearances – Behaviors of the avatars chosen by the users, such that emotional bonding can be established. user

Implementation of the TSI dimensions Self-representation – morphing of real faces into the avatars = User 1: Oscar’s face Generic pedagogical agent: Stephen User 2: Steve’s face 40:60 In shape only Transformed face of the pedagogical agent that Oscar will see in the virtual world Transformed face of the pedagogical agent that Steve will see in the virtual world eVolver (http/l//

Principle 2: Sensory-Abilities: These transformations empower avatars to complement human perceptual abilities. Agent-enhanced host avatar Agent technology’s roles: – the sensory ability to process the behaviors of contestants: eye gazing or moving data emotional status – Detect students’ personal taint and preferences to provide personal greeting, etc. – Learn about knowledge to make decision – Provide advice/reminders to contestants. – Express emotions to the contestants

Implementation of Sensory abilities Applied by recording and observing the student avatar behaviors, especially his/her gaze direction. – After all contestants enter the studio, the Host Agent will greet each and every student, addressing his/her name with eye-gaze directed to that student. User monitor --- tracking of viewing angles of participants Contestant Name: Lin Data: Lin's Look-Around behaviour during every question session Date: Fri Sep 23 22:01:48 MDT 2011 Question Number 1 Session -->Lin Did Not Looked Around. Question Number 2 Session -->Lin Did Not Looked Around. Question Number 3 Session -->Lin Did Not Looked Around. Question Number 5 Session -->Lin Did Not Looked Around.

Principle 3: Situational Context Transformations – Altering the spatial or temporal structure of a conversation. For example, the communication between agents and students can be optimally configured in terms of the geographical setup of a conference room. For example, a class of 20 students can sit directly in front of the virtual instructor, and perceive the rest of the students as sitting farther away.

Principle 3: Situational Context (Con’t) Altering the flow of rendered time in the communication session, users can implement strategic uses of rewind and fast forward during a real-time interaction in an attempt to increase comprehension and efficiency. E.g. the point for providing hints …

Will it work? Some observations – Using SMS together (Smart Mob - Howard Rheingold, 12 years ago) – Personal sharing (Coming of Age in Second Life – Tom Boellstorff – 4 years ago) – Digital age (Personal Communication in the Digital Age - Nancy Balm – last year)

Lisa (Moshi Monster)

Penny (Club Penguin)

Jessica (Pets Pets)

April (Bearville)

What did we learn (so far …) It is a multi-disciplinary work. Implementation of a theory is technically challenging. It is worth the effort because of the change of the social environment.