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DATE DUE DATE DUE DATE DUE Ag. $132200? 2 0 A" " r 11115 J ‘ AER ! 1 2007 951‘ 0? ;\ mm W.“ The Influence of Anthropomorphism on Mental Models of Agents and Avatars in Social Virtual Environments By Kristine Nowak A DISSERTATION Submitted to Michigan State University In partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Ph.D. Department of Telecommunication 2000 ABSTRACT The Influence of the Anthropomorphism on Mental Models of Agents and Avatars in Social Virtual Environments By Kristine Nowak This project examined the influence of anthropomorphism on mental models of agents and avatars in social virtual environments. This study used a between subjects experimental design with two factors. The first factor, level of anthropomorphism of virtual image had three levels, high, low and no virtual image. The second factor, anthropomorphism of the intelligent other, had two levels, whether the participants were told they were interacting with a human (avatar), or a bot (agent). Participants consisted of 134 (94 males and 40 females) undergraduates at a large midwestern university. The results showed that a virtual confederate (agent or avatar) represented by a high- anthropomorphic image or no image was perceived to be more credible, Iikeable and copresent in the interaction as compared to virtual confederate (agent or avatar) represented by a low-anthropomorphic virtual body. There were no discernable differences between the perception of virtual confederates when participants were told they were interacting with an avatar as compared to those told they were interacting with an agent. I dedicate this work to my family and friends. They made it possible for me to achieve so many of my goals. I couldn’t have made it without their patience and support during the struggles and trials of life and especially those related to graduate school. First to my family whose support has meant everything - especially my Mother, brother and grandmother. Also to Dave Logie, my better half and partner in life. He made me believe I could do anything and his commitment and dedication has allowed us to survive the years in different states and helped me keep perspective on life. To my friends who have always been there and who I am so fortunate to have in my life especially Fatima Kascht and Erin Hamilton. And to those that came into my life during my time in Lansing- Brian Winn, Zena Biocca, Scott Connell, Kurt Besecker, Andy Kurtz, Trina Anderson, Jenn Gregg, James Ramos, Alice Chan, Lynn Rampoldi-Hnilo, Duncan and Stacy Rowland and so many others-Thank you for introducing me to llamas and for the wonderful memories from the banks of the Red Cedar. All of you encouraged and supported me to accomplish things I may not have attempted on my own. ACKNOWLEDGMENTS With any project of this magnitude, it could not have been accomplished without the assistance of a number of people. First, I could not have done this without my advisor, mentor and friend, Frank Biocca who supported and encouraged me through every step of the Ph.D. and especially through the dissertation process. I would also like to thank the rest of my committee, Carrie Heeter, Kelly Morrison and Sandi Smith for their suggestions, comments and support. For the set up, design and creation of stimulus materials, I would like to thank all the staff and interns at the MIND Lab, but especially Eric Maslowski, Duncan Rowland, Kwok Hung (Arthur) Tang and Joe Berger. There are a number of other faculty members who contributed to my positive academic experience at Michigan State, including Charles Salmon, Chip Steinfield, Pam Whitten and many others. I would also like to acknowledge Steven Chaffee because without him, I never would have attempted graduate school. TABLE OF CONTENTS INTRODUCTION ........................................................................................ 1 CHAPTER 1: TYPES OF SOCIAL VIRTUAL ENVIRONMENTS AND BODIES ...................................................................................................... 5 Influence of mediation and context .................................................. 5 Virtual Reality and Presence ........................................................... 6 Social Virtual Environments and Copresence ................................ 8 Copresence ................................................................................... 9 The Virtual Embodiment: Anthropomorphic Trends ....................... 12 Agents: Embodied ”bots" ............................................................ 15 Avatars: Humans represented by virtual bodies .......................... 16 CHAPTER 2 FORMING MENTAL MODELS OF OTHERS ................................. 17 Uncertainty Reduction ................................................................... 18 The Categorization Process in the natural world ........................... 19 Defining Humanity: Living but not Animal ................................... 21 Physical Characteristics Used for Categorizing Others ............... 23 Social Judgment from mental models ........................................... 25 Social Attraction .......................................................................... 26 Partner Satisfaction ..................................................................... 27 Confidence of Judgment ............................................................. 28 The Utopian Promise and Reality of interactions in SVEs ............. 29 Categorization Process in SVEs .................................................. 31 The virtual image influences perception ..................................... .34 The Virtual Environment and Context for Interaction ................... 36 Responding to anthropomorphic others ......................................... 40 CHAPTER 3 THEORY OF PERCEIVING ANTHROPOMORPHIC OTHERS .......... 52 Mental Models of Others ............................................................... 53 Effect of Humanity on social judgment of interactant .................... 54 The relationship of Presence and copresence .............................. 59 Effect of embodiment on social judgment of interactant ................ 60 More anthropomorphic virtual IMAGES generate more positive social Judgments of human and non-human interactants ............. 63 CHAPTER 4 METHOD ............................................................................... 66 Design ........................................................................................... 66 Participants .................................................................................... 66 Stimulus Materials ......................................................................... 67 Measurement Instruments ............................................................. 69 Procedure ...................................................................................... 72 CHAPTER 5 RESULTS .............................................................................. 74 CHAPTER 6 DISCUSSION ......................................................................... 91 On the difference between human and non-human interactants ...91 On the Existence of a Virtual Image .............................................. 93 Not all virtual images are equal ................................................... 93 The feelings of Co-presence and presence are interconnected 95 On Revising the Model and Understanding the influence of the Virtual Image ................................................................................. 96 Potential Limitations of This Manipulation ................................... 100 Features of the Interface ............................................................ 101 Issues Related to the Interaction................................................101 Features of the Virtual confederate (agent or avatar) ................ 102 The uniqueness of the Virtual Images ................................ 102 The Voice and script .......................................................... 103 Issues related to the manipulation and lab setup ....................... 104 The Agent/Avatar Manipulation ................................................. .106 Environmental Issues: Lab Setup 107 Interacting with Intelligent others in SVEs; Implications of Findings for Interface Designers and Users ............................................... 107 CHAPTER 7 CONCLUSION ...................................................................... 110 APPENDIX A: AUDIO SCRIPT ....................................................................................... 133 APPENDIX B: PRE- EXERIMENT QUESTIONNAIRE ................................................... 135 APPENDIX C: POST EXPERIMENT QUESTIONNAIRE ............................................... 138 APPENDIX D: AVATAR CONDITION INSTRUCTION SHEET ...................................... 148 APPENDIX E: AGENT CONDITION INSTRUCTION SHEET ........................................ 151 BIBLIOGRAPHY .............................................................................................................. 154 vi LIST OF TABLES Table I: Types of Virtual Bodies and Indicators Available ....... 114 Table II: Summary table of Hypotheses .................................... 115 Table III: Design of Experiment ................................................. 116 Table IV: Social Attraction Scale ............................................... 117 Table V: Partner Satisfaction Scales ........................................ 118 Table VI: Perceived copresence of the virtual confederate scale119 Table VII: Self reported copresence scale .................................. 120 Table VIII: Uncertainty scale ........................................................ 121 Table IX: Presence Scale .......................................................... 122 vii Figure 1: Figure 2: Figure 3: Figure 4: Figure 5: Figure 6: Figure 7: Figure 8: LIST OF FIGURES Theoretical Model on Influence of Anthropomorphism ...................... 124 No Image Condition Scene condition ................................................. 125 Virtual Representation Selection Screen ........................................... 126 High Anthropomorphic image Condition Scene ................................. 127 Low-anthropomorphic image Condition Scene .................................. 128 Results table: Influence of Agency ..................................................... 129 Results table: Influence of Image ....................................................... 130 Revised Theoretical Model on Influence of Anthropomorphism ......... 131 viii LIST OF ABBREVIATIONS CMC= Computer Mediated Communication SVEs=Social Virtual Environments __—.._ ‘24-.- INTRODUCTION Recent technological advances have led to some important changes in interfaces, including the way the human body is connected to, immersed in and represented by the computer, as well as the connection of the user or human to the computer. These changes in the interfaces have led to subsequent influences on both human-computer interaction as well as computer mediated interpersonal communication. The proliferation of technology has led to increasingly social and business related uses of technology with others around the world (Chesebro & Bonsall, 1989; Rice & Love, 1987; Siegel, Dubrovsky, Kiesler, & McGuier, 1986). These social and work related uses of technology have led to the question of how people perceive the "other” in mediated interactions (Lea & Spears, 1992; Palmer, 1995; Rice, 1993; Rice & Tyler, 1995; Short, Williams, & Christie, 1976; Steinfield, 1986; Walther, 1996). This research project explored one such technological advance- the increased anthropomorphism of virtual bodies in cyberspace and artificial intelligences. Specifically, this project tested the influence of anthropomorphism of virtual ”others” on both computer mediated interpersonal interaction as well as human computer interaction. Anthropomorphic refers to having human-like qualities (such as intelligence) or physical features (appearing human). People have automatically responded socially to computers and other intelligent entities and anthropomorphic interfaces, and anthropomorphism has enhanced this tendency, whether the interfaces were anthropomorphic in terms of displaying intelligence or in terms of appearance (Reeves & Nass, 1996). The anthropomorphism of interfaces has increasingly personified interfaces and technology and led to increased social responses to computers (Koda, 1996; Reeves & Nass, 1996; Turkle, 1995). There has been a great deal of concern about how this tendency to respond socially to computers will influence people's ability to distinguish humans from computers and to successfully function in the approaching age of networked computers (Don, 1992; Laurel, 1990; Reeves & Nass, 1996; Turkle, 1995). In the natural world‘, humans perceive the features of a person or object they encounter in the environment in order to place them in categories that have been meaningful in previous experience in the world (Bruner, 1957; Lakoff, 1987). They also use the characteristics of things to determine whether an object is living or not and, if living, whether human or not. Following assignment to this first category, the process of perceiving the object becomes based on characteristics associated with either inanimate objects, living things or with human living things (Konner, 1991; Sheehan, 1991a; Sheehan, 1991b; Turkle, 1991 ). In the process of perceiving humans, the categorization process has relied on indicators provided by the first attributions perceivers can make given their physical and psychological salience and are believed to reflect fundamental ' The natural unmediated world to be contrasted with the virtual, mediated world. distinctions in social behavior (Fiske & Neuberg, 1990; Hamilton & Sherman, 1994). In the natural world, people have primarily used the features of the body to assign people to membership in categories (Argyle, 1975; Chesebro & Bonsall, 1989; Fiske & Neuberg, 1990; Goffman, 1963; Hinton, 1993; Ichheiser, 1970). Although many of these processes are automatic and unlikely to change in SVEs, the very nature of the mediated information is likely to influence the processing of information and subsequent perception of the other. The first and most salient influence of the concept of anthropomorphic others in social virtual environments (SVEs) is that it has served to add a level of complexity to the question of perceiving others. First, humans have been represented by virtual bodies (avatars) in SVEs that did not reflect features of their natUral2 physical bodies (Benford, Greenhalg, Bowers, Snowdon, & Fahlén, 1995; Damer, 1997; Suler, 1996). This makes the process of forming mental models of others even more difficult than in the natural world. Second, in virtual worlds, one cannot rely on physical characteristics to distinguish between and among people and objects. Finally, recent advances in artificial intelligence work and increasingly anthropomorphic visual representations, entities in SVEs can speak and move in ways that make it difficult to know if the interaction one is having is with another human or with a bot3. In the pages that follow, these 2 Natural means real, or the body one was born with. This is contrasted with a virtual body that only exists in cyberspace. 3 An autonomous computer program, allowed to autonomously interact with other people and bots in the environment. issues are considered and some of the original predictions and assumptions about anthropomorphic interfaces are questioned. To begin, the categorization process humans go through when perceiving others will be examined, followed by the way these processes are likely to port“, or translate, to social virtual environments. The pages that follow explore literature relevant to the topics introduced above, including an exploration of recent trends in the design of virtual bodies as well as the processes of forming mental models of others. It then moves on to develop a theory predicting the likely influence of anthropomorphism5 on the perception of virtual bodies and intelligent others (whether humans or bots) in social virtual environments (SVEs). The potential influence anthropomorphism is considered in two ways; those traditionally used to consider the influence of virtual environments as well as those traditionally used to measure people’s perceptions of others. Those considered in the pages that follow include copresence with their interaction partner and presence in the environment as well as on perceptions of social attraction and partner satisfaction (See figure I). ‘ In computer science, port means to transfer from one platform to another. For example, one can port a program from a PC to a Mac but the two programs may not run identically. 5 Anthropomorphic means more like human, or having human-like qualities (such as intelligence) or physical features (such as looking human). Chapter 1 Types of Social Virtual Environments and Bodies This chapter defines and explains the influence of mediation and context on people's ability to make mental models of others. It then considers what makes an environment virtual in terms of virtual reality and the defining sense of presence. It defines what makes a virtual environment a social virtual environment and the corresponding sense of copresence with an intelligent other. It briefly explores the phenomenon of interacting in social virtual environments including providing examples of different types of SVEs. The chapter concludes by explaining the difference between agents and avatars and the potential implications of this distinction for perceiving intelligent others in social virtual environments INFLUENCE OF MEDIATION AND CONTEXT McLuhan (1964) argued that “the medium is the message,’ and that each new media technology extends our senses further and in new and different directions than the technology before it. He was essentially arguing that the medium chosen for an interaction altered or redefined the message. Similarly, Davis (1995) argued "it is not possible to appreciate the full meaning of a message without knowing the 'language' of the technology and the culture that helped develop that technology" (p. 537). This perception has never been more insightful and potentially powerful than when one considers interface design and communication in virtual environments. In considering the influence of computer interactions, especially in SVEs, it is important to consider not only the medium and its features but also the context of the interaction as well as the interface. The interface is the connection of the user to the computer world including the way the user has been connected to, immersed in, or represented by the computer. The interface is the part of the medium that influences how our senses are exposed to the message. The different interfaces present information to a variety of senses in different ways. These differences are similar to media differences in that they influence not only the presentation of information, but also how the information is processed and what is remembered (Drew & Grimes, 1987; Graber, 1990; Katz, Adoni, & Parness, 1977; Lang, 1995). This means it is likely that the interface will influence the presentation of information and interactions in the environment as well as how people are perceived and categorized. VIRTUAL REALITY AND PRESENCE This section defines what a virtual environment is, as well as the corresponding sense of presence. Many technologies are defined by particular features or physical properties of the medium, or interface. For example, a television has a screen and displays programming. Virtual reality has not been defined in terms of particular features of the medium, the interface, or even in terms of its function. Virtual reality instead has been defined in terms of the experience or perception of the user of the system. A group of input and output devices would be considered virtual reality if they responded appropriately to the input of the user (be interactive) and if they provided a sense of presence in the environment (see Biocca, 1997; Biocca, Nowak, & Lauria, 1997; Steuer, 1994). The term virtual reality would be misleading if one assumed it would accurately reflect the properties of the natural world, or reality. Some of the most interesting uses of virtual reality have been in its ability to provide experiences that would not be possible in the natural world, such as augmented reality or a simulation of possible future events. Presence has been defined in terms of the sensation of ‘being’ in the virtual or mediated environment; a feeling that one has left the confines of the natural world and entered or become immersed in the virtual world. Biocca (1997) explained, "Users experiencing presence report having a compelling sense of being in a mediated space other than where their physical body is located” (p. 9). So virtual environment would be an environment that provides a sense of presence. An environment was virtual if an individual feet a sense of presence in the environment (Biocca, 1997; Biocca & Nowak, 1999b; Biocca et al., 1997; Lombard & Ditton, 1997). Now that virtual reality and the corresponding sense of presence have been defined, the next section explains the characteristics that make a virtual environment social. SOCIAL VIRTUAL ENVIRONMENTS AND COPRESENCE As with virtual reality, a social virtual environment has been defined by the sense or perception of the user(s). There is no technological or physical definition of social virtual environments and no technology or group of technologies by themselves could be definitional of social virtual environments. The word social adds a dimension to the definition of a virtual environment in that it must have more than one person interacting in it. An environment is a social virtual environment when two or more individuals are interacting, are not in the same physical space in the natural world, and feel present in the same virtual environment. Technically, this could even include phone conversations but usually this implies communication where individuals feel they are in the same virtual place, resulting in a sense of copresence as defined below. By this definition, a social virtual environment can be a place where people are interacting in real time, but do not require it to be a social interaction (although it can be) It also includes interactions where people are working together in more task-oriented interactions. Mediated interactions have had the capacity to provide a very strong and distinct sense of other people. Social virtual environments have allowed people to form very supportive and close friendships with others they have encountered (see Fisher, 1997; Parks 8 Floyd, 1996; Parks & Roberts, 1997; Turkle, 1995). People who have frequently interacted in SVEs have objected to the notion that their interactions in cyberspace are less than real; that their communities are ’pseudo-communities’ as Beniger (1987) referred to them. When people began interacting in chat rooms, experiences outside the chat room were referred to as IRL (In Real Life). Now that their experiences in cyberspace are becoming more meaningful to them, the use of “IRL” and the use of the term ”real” to refer to experiences and relationships that exist outside (as opposed to those inside) virtual environments has become objectionable6 (see Fisher, 1997; Turkle, 1995; Watson, 1997). COPRESENCE The term copresence originated in he work of Goffman (1963), who explained that copresence existed when people sensed that they were able to perceive others and that others were perceiving them. Further, he explained that in its true meaning, “copresence renders persons uniquely accessible, available, and subject to one another” (Goffman, 1963, p. 22), or when people were able to find the other ‘within range (Goffman, 1963).’ Ciolec (1982) also considered copresence and emphasized the importance of attention or responsiveness to others. He explained that it is not only necessary for one to be within the observable range of another, but also the observer must be aware of their activity within their sensory zones to achieve copresence (Ciolek, 1982). Copresence as is a combination of a number of concepts and it is likely to be multidimensional. It 5 This is why the term "natural" world is used instead of instead of real world. was divided into two different constructs for measurement in this project, as discussed below. The sense of copresence shares some concepts with interpersonal constructs of intimacy, involvement and immediacy and this section considers how copresence is similar to and distinct from these constructs. Conversational involvement has been defined as “the degree to which participants are enmeshed in the topic, interpersonal relationship, and situation” (Coker & Burgoon, 1987, p. 463). An important and unique characteristic of immediacy has been that it involves a combination of nonverbal and verbal behaviors working together to increase or decrease the degree of physical, temporal, and psychological closeness between individuals (Burgoon, Buller, & Woodall, 1996). Further, immediacy has been used as a way to measure the intensity and directness of the interaction between entities (Mehrabian, 1967). lmmediacy has traditionally relied on a system of visual nonverbal behaviors, with each behavior co- occurring and becoming only a small part of a large system of immediacy behaviors (Burgoon et al., 1996). The behaviors that are perceived to communicate immediacy have carried multiple meanings, and more than one of the nonverbal cues has usually functioned to convey the same sentiment so the different cues have reinforced the message of immediacy in the relationship or interaction (Burgoon, 1991). 10 Although copresence could be seen to conceptually share some of these issues, there are important distinctions. Mehrabian (1967) argued that when immediacy is adapted to nonverbal communication, it could be considered analogous to the concept of proxemix. First, copresence does not necessarily include this concept of proxemix or nonverbal intimacy. Instead, it solely refers to a psychological connection to and with another person. Second, copresence requires that interactants feel they were able to perceived their interaction partner, and that their interaction partner actively perceived them. This reciprocal nature of the construct makes it unique and interesting and creates the dual nature of the concept. Copresence is also distinct from conversational involvement because involvement has been operationally defined in terms of physical behavioral cues that indicate people’s involvement in the conversation (see Coker & Burgoon, 1987). Furthermore, involvement focuses more on the relationship and the situation, and not necessarily on whether or not one is attending to their interaction partner. These distinctions make copresence an ideal way to ask about the mental connection between people not in the same geographic location, such as communicators using telecommunication technology. The nature of copresence includes both the extent to which the participant feels involved in the interaction as well as the extent to which they perceive their partner is involved in the interaction. 11 This section considered the notion of virtual environments and presence, social virtual environments and copresence. The next section considers the types of virtual bodies and environments that can provide this sense of copresence and how the various interfaces, environments and embodiments (especially the current trends toward more anthropomorphic virtual bodies) are likely to influence the processing of information and person perception. THE VIRTUAL EMBODIMENT: ANTHROPOMORPHIC TRENDS This section begins with a look at different types of virtual environments and discusses the implications of recent technological advances on people’s interactions in these environments. The first virtual places and environments were based on text only interactions. Users of these early SVEs could “enter" worlds existing only in text- based descriptions of the surroundings and people in the “room”. When people signed on, they typed in whatever information they wanted others to know about themselves. This traditionally included a physical description and demographic information, although this represented what the person wanted others know and did not necessarily reflect their appearance or existence in the natural world. Although these text only interactions and virtual environments are still very popular (Schiano, 1999), technological innovation has given rise to new types of worlds with visual images and characters moving through graphical virtual environments which continue to grow in popularity (Cassell & Vilhjalmsson, 1999; Damer, 1997). One factor that is consistent across these environments is that 12 people still choose the description or image others have of them, whether the source of it is text based or resulting from a graphical image (Paulos & Canny, 1997) Virtual bodies and images7 have been seen in all visual virtual environments in one form or another. The increased use of virtual bodies may reflect a recognition of the importance of the different communicative functions of the body during an encounter (Cassell & Vilhjalmsson, 1999). The virtual representations have been images created or designed by the user8 with little or no resemblance to the user’s natural physical embodiment (Benford et al., 1995; Damer, 1997; Suler, 1996). Theoretically, these environments could allow people to interact and “exist in a world free from earthly physical constraints” (Paulos & Canny, 1997). Individuals know they may not have an accurate picture of their interaction partner’s natural embodimentg, yet, people have formed impressions of others, as well as relationships and friendships in these environments (Parks & Roberts, 1997). The morphology, movement, and behavior of the virtual humanoid image are far more subject to design and manipulation than at any point in the past (for a discussion of this, see Badler, Phillips, & Webber, 1993; Benford et al., 1995; Capin, Pandzic, Magnenat-Thalmann, & Thalmann, 1998; Damer, 1997; ’ Not all virtual characters have bodies, some are just faces and others represent inanimate objects. ° There are ’stock' avatars supplied by most worlds and users can buy an avatar created by someone else. 9 Natural embodiment is the body one is born with. It is contrasted with virtual embodiment or avatar. 13 Magnenat-Thalmann, Kalra, & Escher, 1998). The design of effective and interesting virtual bodies has required an examination of how various cues generated by virtual bodies influences the perception of the “other.” The types and levels of virtual bodies have been as varied and diverse as the people who were embodied by them. The images vary on a number of levels, from representations of people (highly anthropomorphic) to animals or even inanimate objects (low-anthropomorphic). Their virtual images have also varied from unmoving two-dimensional pictures of a character to fluidly moving 3-D embodiments that walk, fly or float through the environment in a variety of ways. It is likely that choice of image type as well as the interface properties and background environment would influence both the perception of the other and the processing of information. An issue that may potentially lead to interesting differences in the process of person perception in SVEs is that there are no longer physical differences between a computer or a bot and a human interacting in cyberspace. Both a human and a bot could be represented by a highly anthropomorphic image or by an image that is less anthropomorphic, anything from a human-like character to a rock or a box. A bot could easily be represented by the same virtual image as a human. Although physical differences may not be apparent in virtual environments, terms have evolved to express this difference. A "bot" is an agent and a human is an avatar. 14 AGENT: EMBODIED “BOTS” An agent has been defined as a computer program that is designed to interact with, or on behalf of a human. Agents have been capable of autonomous decision—making, and even ‘learning’ with an algorithm. Those capable of achieving goals autonomously are ‘autonomous agents’ (Franklin, 1997) or ‘intelligent agents’ (Hedberg, 1996). An agent could also be defined as a character enacted by the computer who would act on behalf of a human, like an assistant in a virtual environment (Petrie, 1996). Agents have been used for everything from “managing mundane tasks like scheduling to handling customized information searches that combine both filtering and the production (or retrieval) of alternative representations to providing companionship, advice, and help throughout the spectrum of known and yet-to-be-invented interactive contexts” (Laurel, 1990, p. 356). The term agent means a “bot” which indicates intelligence and autonomous behavior. In this meaning, an agent may have a virtual image, which is not necessary to traditional definitions. But Franklin (1997) argued, an agent with no image can be intelligent, but, with no embodiment they cannot be situated in their environment. The situated body is essential to the concepts explored in the pages that follow. The same is true for avatars, which will be defined in the next section. 15 AVATAR: HUMANS REPRESENTED BY VIRTUAL BODIES The word avatar originated in Hinduism. In Hindu, an avatar has been defined as an incarnation or the embodiment of a deity or a spirit in an earthly form. This Hindu notion is part of the belief that when creators of the universe desired to experience earth from the perspective of its inhabitants or to speak with mortals, they were presented as a material body (Vilhjalmsson, 1996). In SVEs, an avatar10 has been defined as a physical or graphic image that allows the user to be embodied by a graphical representation in a virtual environment. This chapter explained how the medium has influenced message perception and defined the term social virtual environment (SVE). It outlined the types of virtual worlds and images that have been seen in them. It explained that both agents and avatars are embodied characters and the difference between them was explained as whether the entity behind the character was a human or an autonomous computer program. The following sections will continue this exploration but expand the issues to consider the influence of these differences on people’s perception of virtual others in SVEs. It examines cognitive processes in depth to ask if the influence of the virtual image and the message is strong enough to compensate for the difference in perceiving an agent and an avatar. ‘° Neil Stephenson is credited with originally using the term in this way in his science fiction book, SnowCrash. 16 Chapter 2 Forming Mental Models of Others This section briefly introduces the process of categorization in the natural world and how humans assign other people and objects to categories. 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Heasehtdcatethedegreetowflchyouagreewiththeiolowingstatement: My mteracdonpm-tnerwaswllngtolistentome StronglyApee IO 20 30 4O 50 StronglyDisaaee Heasemdcatedtedegreetowflchyouagreewiththefolowhgstatement:fly interactionnartnerwashtenselyinvolvedmom mterattion StronglyAgree IO 20 30 40 SO StronglyDisuee Heasemtlcatethedegreetowllch agreewlththefolowhlgstatement: interactionpartnertldnotwantadzzp’Ierrelationslfi My StronglyAu-ee IO 20 30 40 SO Stratum Heasehdatedtedeu'eetowflchyouagleewiththefolowhgstatemmmm hateractionpm'tnerwasnot StronglyAgreelO 20 30 4O 50 MM Heasebtlcatethedegreetowlichyouagreewiththefolowingstatement: My interactionpm'tnerseemedtolhdotn’ hteractionstimtlathg StronglyAgree IO 20 30 4O ‘50 MM Pleatebdcatethedegreetowflchyouaaeewiththefolowhgstatemencfly interactionwtnercomnnnicatedcolbetsratherthawm'mth StrongiyAgreeIO 20 30 40 SO StronglyDisaaee Heasemtltatedledegreetowlichyouagreewidtdlefolowingstatement: My interactionpartnercreatedasenseohlstance betweenus StronglyAgree IO 20 30 40 SO StronglyDisauee Pleasemdatethedegreetowllchyouagreewithdlefolowhgstatemelmfly interaction seemeddetacheddu'ingotn'interaction partner StrongiyAgI-ee IO 20 30 4O 50 StronglyDisagree Pleasehulcatethedegreetowlichyouagreewiththe folowing statement”! hteractionpartnerwaslllwiflngtoshare sharepersonalhiormationlfeeiingswithm’e StronglyAgreelO 20 30 4O 50 StronglyDisagree Pleasehdcatethedegreetowllchyouagreewithdtefolowingstatement: My interactionparmermadeourconversationseembtimate StronglyAgree i0 20 30 40 SO StronglyDisagree Pleaseintlcatedledegreetowilchyouureewidldiefolowingstatement: My hteractionpartnercreatedasenseoftlstance betweenus SaonglyAgree IO 20 30 4O 50 Stronginisagree 139 13 I4 IS l6 1.7 I9 20 2| 22 23 24 25 Survey Said by MarketigLMasters Page 2 Heaseintlcatethedeaeetowlichyonagreewiththefolowingstatemmt:ny interactionpartnercreatedasenseofdosenessbetweenus StronglyAgree lo 20 30 4O 50 Mbisagree Heasehtlcatedledegnetowflchyouagreewithdleiolowhgstatemencfly hteractionpartneractedboredbyom'conversation StronglyAgree IO 20 30 40 SO Mbisagree Hemehdcatethedegreetowlidtyouagree‘owithdmiolowingstatement:fly hteractionparmerwasinterettedintdithgto StronglyAu'ee lo 20 30 40 SO StronglyDisagree Pleasebtlcatethedegreetowlichyou withthefolowingstatementzfly interactionpartnershowed showedtiltingentlmsiasmWEe StronglyAu'ee IO 20 30 40 50 MM Pleasehdatethedeueetowlichyonaueewiththefolowhustatementflwaswm tolstentomyinteractionpartner StronglyAgree IO 20 30 40 SO StroquDisagree Heasehtlcatedmdegnetowliduyouagreewithdnfoflowhgstatement:lwas detachedthn'mgthe conversation StronglyAgree IO 20 30 40 SO Militant Heaseindcatethedeueetowfldnyonaueewkhthefolowhvgstatmlwas htenselyinvolvedmtlishteraction StronglyAgree IO 20 3O 4O 50 StronglyDisuree Heasehclcatethedegreetowhich agreewlththetolowhngstatementzlddnot wmnadeeperrelationswwithmymracdonparmer StronglyAm'ee IO 20 30 4O 50 Mbisagree Phasehclatedmdeueetowflchyouaueewidltheiolowhgstatemmndfumddm interactionstimtlathg StrongiyAgreelO 20 30 40 SO SMDisagree Heaseindaudndeaeemwlichyouagreewiththefolowhgnatementdwantedto mittainasenseohlstmtebetweenus StronglyAgree lo 20 30 4O 50 StronglyDisagree Pleaseindicatethedeu‘eetowflch agreewiththefollowhngstatemerml Imwflngtosharepersonalfl Hell-coring! ieelingswithmyhlteractionpmtner was StrongiyAgree IO 20 30 40 SOStronglyDisagree Phaehukatedndeaeetowflchyouaueewiththeioflowhgstatemenclmedm maltetheconversationlnoreintimate StronglyAgree Io 20 30 40 50 Mbisagree Heasehdiatethedeueetowlichyouaueewkhdnfolowhgstmementdwmnedto maltetheinteractionseemcaud StronglyAgree lo 20 30 4O 50 Stronglkaagree 140 26 27 28 29 30 31 32 33 34 35 36 37 38 39 Survey Said by MarketinLHasters Page 3 thebtlcatedledeueetowfldlyonaoeewiththeiolowhgstatementflaiedm' createasenseofclosenessbetweenus woulyAa-ee IO 20 30 4o 50 mum Heasehclcatedledegleetowllchyouagreewithdieioliowingstatement: lwas hterettedhtallthgtomyinteractionparmer. Strongly/Agree IO 20 3O 4O 50 StronglyDisagree i-lowhwolvingwastheexperience? NotAtAll IO 20 3O 40 SO 60 7O VeryMuch l-lowintensewastheexperience? NotAtAil lo 20 3O 40 SO 60 7O VeryMuch Towhatextenttldyoufeellheyouwelehsidedtemwhomentyonsawlhem'd? NotAtAil to 20 so to so so '10 VeryMuch Towhatextenttldyoufeelimmersedhtheenvkonmentyousawlhemd? NotAtAll IO 20 30 40 SO 60 7O Veryl'luch Towhatextenttldyoufeelsm'romtdedbytheenvh'onmentyousawlhem'd? NotAtAll IO 20 3O 40 SO 60 70 Veryl‘luch llowoftenddyouwmttotonchsometlmlgyonsawlhem'd? NotAtAli lo 20 30 40 SO 60 7O VeryMuch Howoftendidyoutrytotonchsometlmlgyousawlhem’d.’ NotAtAll IO 20 30 40 SO 60 7O VeryMuch l-lowoftendidyouwanttosmelsometlingyousawlheard? 'ilotAtAil IO 20 30 40 SO 60 7O VeryMuch "enchantethedeueewwflchyouagreewkhthefolowingstatementdtflnkhe (she)touldbeafriendofnine ' MM" StronglyDisagree IO 20 3O 40 50 6O 7O lesehdatedndeueetowlichyouagreewhhthefolowhlgstatemenclwmddlke tohnveafriendlydiatwithlimmer). StronglyAgree Strodybisagree IO 20 3O 40 SO 60 7O PhasehdicatethedeueemwflchyouaaeewiththefolowthWecodd neverestablishapersonalfriendslipwitheachother MAC"! StronglyDisau'ee IO 20 30 40 SO 60 7O Heaeindcatethe towhich agreewlththefollowlnnghe he t wodb'tfltintomy olfriendsy.” ( )ius StronglyAgree StronglyDisagree IO 20 3O 40 50 6O 70 141 4| 42 43 45 46 47 48 49 50 SI 52 SmeySaidbyMarketthasters Page4 Heaehdatedmdegreemwflchyouagreewidndnfolowingstatemen:$he(he) woddbepleasanttobewith flmuane Smnmbuuu no 20 3o 40 so 60 7o Pleaebdmedndegreetowlichyouaaeewithdnfolowlngstuementdiedlknow he'(lnm)pe'sonally StronglyAgree StronnglyDisw-ee IO 20 3O 4O 50 6O 7O Heasemdatethedeueetowlldnyonagreewiththefolowhmstatementzfle(dm)k pe'sondyoflensivetome StronglyAgree Strondybisqee IO 20 30 40 SO 60 7O Heasehdcatethedeaeetowflchyouureewkhthefolowi'smtementddon'tcme iilevergettointeractwithlmn(he’)ag&n. “Nahum: , finnbflnmn no 20 30 so So 60 7o Phasemdatethedegreetowflchyouameewidnthelolowhstntemmclwkhlwee morellteflm(her). 5mm MM '0 20 30 4O 50 6O 7O hteacdomhowoodldentm'eyouolyom'gene'alabltytopnenlcthow helslne behave? UnabletoAnswer IO 20 3O 40 SO CompletelyConlident Followhyom‘interaction, Howtertinareyouthathelshelltesyou? IlntletoAnswer IO 20 3O 40 SO ConmletelyConlident Folowhyominteacdon,flowatanateaeyouatprenlctkdmvalneshelsheholds? llnabletoAnswer IO 20 30 4O 50 ConmletelyConlldent Foflowhmmhteacdomflowacanatem'eyouatprenlcthgflslheatdtudet? UnabletoAnswer i0 20 30 40 SO ConnpletelyCodident FMyomhteacdon,Howwelanyonpredalislhefeelngsandemodons? UnabletoAnwer no 20 3O 40 SO ConletelyCodident Folowmgyom mteractionJlowmuchcanyouenmatflzewithohmehhewayhelshe ieelsabontflmsellllnesell? llndnletoAnswer IO 20 30 4O 50 WW Folowhngyom'innteractionJ-Iowweldoyouknowflmlher? llnabletoAnswer IO 20 3O 4O 50 CompletelyConfident Heasehndcuedmdegreetowflchyouagneewlthdwfouowingsutemencldinkthe vin'tnalbodywasveryattractive StronglyAuee StronglyDisagree IO 20 30 4O 50 6O 10 142 $3 54 55 $6 $7 58 59 6| 62 63 64 Survey Said by MarketinLMasters Page 5 Pleasehnnlcatethedegreetowflchyouareewiththelolowingstatement: ltlinltthe vh'tualbodywasve'ysexyioolthng StronglyAgree mm IO 20 3O 4O 50 6O 7O Pleasehnlcatethedegreetowlichyouaueewiththelolowhustatement: llikethe lookolthevirtualbody amubNmn Smmmnuuu IO 20 3O 4O 50 6O 7O Pleasehnclcatethedeu'eetowlichyouagreewithdneiolowhngstatement: itlinltthe virtudbodyissomewhatngiy flnmhAuu 7flmuhflhflfl no to 30 so so to Pleasehdtatethedegreetowhichyonagreewiththefolowingstatement: ltllmtthe vh'tualbodywasverybecodng Smmmfimu Smmmomme no to 30 so so to 70 Phaehnnlatethedeueetowflchyouureewhhtheiolowhgsmtemencldnnhdne virtualbodywasnotvenygoodloohing Whine StronglyDisagree IO 10 30 40 50 6O 7O Heasehnlatethedeueetowflchyonameewithdmiolowhgstatementzlhevm bodywasrepdsivetome StronglyAgn-ee A Stronglybisagree IO 20 30 4O 50 60 7o Pleasehnnlcatethen‘l‘efiee agreewiththelolowhstatement: hnteractionpm-tne'is Tofveymhntm My StrongiyAgreeIO 20 3O 4O 50 StronglyDisagree l’leaseinnnlcatethedeu‘eetowldchyonn"t withthelolowhgstatement:Hy interactionpartnerkareliablesonn'ceol ormationontlne tinetopic StronglyAgreelO 20 3O 4O 50 StronglyDisagree Pleasehulcatethedegreetowflchyonmeewidnthelolowhgstatement:fly innteractionpm'tnerlacltsinformationonthesnlniect. StronglyAgreelO' 20 30 4O 50 MM Pleasehndcatethedegreetowllchyouagreewlthdneiolowhngstatement: lwonid considermyhnteractionpartnertobemnexpertonlnternetsem'dnet Somme: no 20 30 to so StronglyDisagree Pleaseintlcatethedegreetowlidnyonagreewidnthefolowhngstatement: Ibelievemy interactionpm'tnerisqnitehntellgent StronglyAgree lo 20 3O 40 SO StronglyDisagree Pleasehndatethedegreetowlichyouagreewiththeioflowhngstatement: This innteractionpartneris annnnreliablesonnceofinformationoninternetSean-chet StronglyAgreeIO 20 30 4O 50 StronglyDisagl’te 143 65 66 67 68 69 70 7! 72 73 74 75 76 77 78 79 Snnrvey Said by Marketing Masters Page 6 Pleasehntlcatethedegree towinchyou ureewiththefollowingstatementfl’hisspealter hashadverylittleexperiencewithlnternetSeardnes StronglyAgree IO 20 3O 4O 50 StronglyDisagree Pleaseindicatednedegreetowiichyouagreewithdnefoflowingstatement: Tlisspeaker hasconsideableltnowledgeofthefactorsinnvolvedinlntenetseardnes StronglyAgree IO 20 30 40 SO StronglyDisagree Pleaseinntltatethedegreetowlichyou agreewiththefollowhgstatementfl'lisspealte' hasve'ylittieltnowledgeofthefactorsinvolvedinnlntenet searches StrondyAgree IO 20 3O 4O 50 StronglyDisagree Pleaseintlcatethe winch withthef statement: hashad degreeto withyouagn'ee olowhng Nypartner StronglyAgn-ee IO 20 30 4O 50 StronglyDisagree Considethehnte'actionyoniustheard.Woddyouconsideryompmtner Reliable IO 20 3O 4O 50 6O 7O Unreliable Considetheinte’actionyouiustheard.Vlonldyonconsideyonnpttne idormed IO 20 3O 4O 50 6O 70 Unmnformed Considerthehnteractionyouhnstheard.Wonldyouconsideyonlpmtne Qualified IO 20 30 4O 50 60 7O Unquflfied Considethehneacdonyouhsthethoddyoutonsideyompartner Intelhgent no 20 30 40 So 60 7o Ilnninteligent Considethehnte'attionyouiustheard.Wonldyoutonsideryompetne Valuable IO 20 3O 4O 50 6O 7O Worthless Considertheinteractionyouhnsthem’d.Wotddyouconsideryom'pm'tner Expert 10 20 3O 4O 50 6O 7O lnexpert Wouldyousaythepersonnyoutlscussedyonn'rmnldngswithwas lnnnersonal IO 20 Personal Woddyousaythepersonyoutlscussedyotn'rankingswithwas insensitive IO 20 Sensitive Wouldyousaythepersonyoudiscussedyonn'ranltingswithwas Cold IO 20 Warm Wouldyousaythepersonyoutlsanssedyonn'rankingswithwas linsociable IO 20 Soddnle Towhatextentdidyoufeelyougotagoodenoughideaofhowpeopleattheotherend arereactinng. Verygoodidea IO 20 Notgoodatall 144 80 82 83 84 85 86 87 89 90 91 Survey Said by Marketing Maste's Page 7 Towhatextenttldyouieelyougota"feel'forthepersonattlneotherend? abletogeta'feel" IO 20 notabletogeta'feel" Towhatextenttldyoufeelyouwereabletofornnanimpressionofpersonalcontactwith yonn'pm'tner? abkmformaninmressionofpesonailmefléoformmnimpresionoipesondcomaa O O Towhatextentdidyoufedyouweeabletoassesyonnparmesreacdomtowhatyou fletoassessreactiom IO 20 notabletoassessreactions To what extent was this like a late-to-face meethng? Alotlkefacetoface IO 20 notlikelatetofateatal ‘l’owhatextentwastlislikeyouwe'ehnthesameroomwithyonn'partne? Alotlkebeinnginthesameroom IO 20 notlkebehnginthesanneroomatalil Towhatextentdidyonnpm'tne'seem'real"? veryred IO 20 notredatall Howltdyishdnatyouwonlddmosetousetflssystemofmteacdonforameethgin wlnichyonwanntedtopersuadeothe'sofsometilng? verylkely IO 20 notlkelyatall Towhatextenttldyoufeelyouconldgetoknowsomeonethuyoumetoniydwmngh thissystem? verywell IO 20 notatall Pleasemnlcatewhatsexyouthouhtyonn’pm'tnerwas: Ollnnlete'mhned OMale Ofemale Youhavenowflnishedtheexpeimenalpauofyonnrtddpadon.Thefolowhngfew questionsaredesi togiveusannideaofhowyou eltaboutthisexpe'ienteJ’leasebe ashonnestandstr ghtforwardasyoucan.Yonn'commentswillbeusedtohelpusdesign betteexpe'innentsinthefutnn'e.‘l'hankyoui Considethevhtualbodyyouchoosetorepresentyou.Whytldyoudmosedisone overothers? Considethevhandbotledyszuhadmdmosehom.Weeyoumdsfledwidndnrmngeof choices? Is there annytlinng you would have liked to see. 145 92 93 94 95 96 97 98 Survey Said by MarketingMasters Page 8 Considednevh'tualbotleszboyouhaveanyothecommentsabonnthemflsthee mnythingyouwonndhavechanged? Pleasetaketflstimetohntlcateanymmtionsyou haveabouttlisexpe'iment.Arethe'e slingsyoudo notnnnderstand?Tlingsthatareuncleartoyou? Doyonnmderstandtheoverallpurposeoftheexpe'iment? OYes Ollo Ifeverytfigisnotdear,pleaseexplfiwhatisnnndear. Wmtheeanytlfingindmexpeimemthatyoufomndodd,coniushng,ortlstwbhng? OYes ONo mewumeflngtMmfoudoMmmwhawmh,mdwhyddyon 146 SurveySaidbyMarketfl Masters Page 9 99 Heuelemknowflyoufdtanytflngindmprocednneafleaedyowbehaviorduingdm expe'Iment.Thiswillheipusinnprovethe procednn'einthe future. 100 Thankyouforyom'hnvolvemenLPhaseteldmexpeimentedutyouarefinflshed. 147 APPENDIX D AVATAR PARTICIPANT INSTRUCTION SHEET 148 Instruction Sheet Thank you for agreeing to participate in this project. During this part of your participation, you will enter a computerized virtual environment. During your time in the environment, you can speak into a microphone to communicate with others. Later this semester, some teams will be asked to return to the lab to participate in a virtual scavenger hunt. This may include you and your partner. As you may know, in a scavenger hunt, you are given a list of items and must retrieve all of the items on the list in the quickest amount of time possible. In this scavenger hunt, you will search the Internet for objects not only as quickly as possible, but also those offered at the best price. The best team will win $100 and other teams will win prizes just for participating. We may contact you later regarding this opportunity. Your assignment for today is to meet your partner who is a student at another university. Please begin by introducing yourself and then, once your partner does the same, summarize your skills and experience that will be relevant and/or helpful in carrying out this task and they will do the same. First, tell your partner who you are and they will do the same. Following this brief introduction, you should discuss your skills and experience, relevant to online searches for telecommunication technologies, or lntemet searches generally. Please tell them all they need to know, including previous experience and favorite search engines or tools. You will only get one turn to tell them about your skills due to time and technology constraints, but you can speak for as long as you feel you need during your turn. Please speak slowly and clearly so they can understand. Note: When you have finished introducing yourself, please push the button on the screen to indicate that your turn is over and you are ready to listen to your partner. This interaction environment is the one you will use for the scavenger hunt, so try to get a feel for it and a sense of your partner as well. If you have any questions at this point, please ask the experimenter. Othenlvise, you may use the back of this page to draft your introduction and think about how you will introduce yourself and which skills will best help your team in the future project. Please let the experimenter know when you are ready. Thank you. 149 Summary of Instructions Press appropriate button Briefly introduce yourself Press button to indicate your turn is over Listen to your partner's introduction Describe your skills and experience relevant to an Internet scavenger hunt Press button to indicate your turn is over Listen to your partner's skills and experience Let us know you are finished. 93939199.”? To avoid repetitions or difficulty, we recommend that you draft your skills in the space below. This will allow you to read your skills to your partner so you do not forget anything and so you can be clear and concise when you speak. 150 APPENDIX E AGENT PARTICIPANT INSTRUCTION SHEET 151 Instruction Sheet Thank you for agreeing to participate in this project. During this part of your participation, you will enter a computerized virtual environment. During your time in the environment, you can speak into a microphone to communicate with others. Later this semester, some teams will be asked to return to the lab to participate in a virtual scavenger hunt. This may include you and your partner. As you may know, in a scavenger hunt, you are given a list of items and must retrieve all of the items on the list in the quickest amount of time possible. In this scavenger hunt, you will search the Internet for objects not only as quickly as possible, but also those offered at the best price. The best team will win $100 and other teams will win prizes just for participating. We may contact you later regarding this opportunity. Your assignment for today is to meet your partner who is a bot, programmed at another university to interact with you. Please begin by introducing yourself and then, once your partner does the same, summarize your skills and experience that will be relevant and/or helpful in carrying out this task and they will do the same. First, tell your partner who you are and they will do the same. Following this brief introduction, you should discuss your skills and experience, relevant to online searches for telecommunication technologies, or lntemet searches generally. Please tell them all they need to know, including previous experience and favorite search engines or tools. You will only get one turn to tell them about your skills due to time and technology constraints, but you can speak for as long as you feel you need during your turn. Please speak slowly and clearly so they can understand. Note: When you have finished introducing yourself, please push the button on the screen to indicate that your turn is over and you are ready to listen to your partner. This interaction environment is the one you will use for the scavenger hunt, so try to get a feel for it and a sense of your partner as well. If you have any questions at this point, please ask the experimenter. Otherwise, you may use the back of this page to draft your introduction and think about how you will introduce yourself and which skills will best help your team in the future project. Please let the experimenter know when you are ready. Thank you. 152 Summary of Instructions 9. Partner will introduce themselves (red “wait” button will be on) 10. Briefly introduce yourself 11.Press green “done” button to indicate your turn is over 12. Listen to your partner's skills and experience 13. Describe your skills and experience relevant to an lntemet scavenger hunt 14. 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