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2021-02-01
Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., Billinghurst, M..  2020.  Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). :756–765.
With the advancement of Artificial Intelligence technology to make smart devices, understanding how humans develop trust in virtual agents is emerging as a critical research field. Through our research, we report on a novel methodology to investigate user's trust in auditory assistance in a Virtual Reality (VR) based search task, under both high and low cognitive load and under varying levels of agent accuracy. We collected physiological sensor data such as electroencephalography (EEG), galvanic skin response (GSR), and heart-rate variability (HRV), subjective data through questionnaire such as System Trust Scale (STS), Subjective Mental Effort Questionnaire (SMEQ) and NASA-TLX. We also collected a behavioral measure of trust (congruency of users' head motion in response to valid/ invalid verbal advice from the agent). Our results indicate that our custom VR environment enables researchers to measure and understand human trust in virtual agents using the matrices, and both cognitive load and agent accuracy play an important role in trust formation. We discuss the implications of the research and directions for future work.
2020-02-10
Zojaji, Sahba, Peters, Christopher.  2019.  Towards Virtual Agents for Supporting Appropriate Small Group Behaviors in Educational Contexts. 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). :1–2.
Verbal and non-verbal behaviors that we use in order to effectively communicate with other people are vital for our success in our daily lives. Despite the importance of social skills, creating standardized methods for training them and supporting their training is challenging. Information and Communications Technology (ICT) may have a good potential to support social and emotional learning (SEL) through virtual social demonstration games. This paper presents initial work involving the design of a pedagogical scenario to facilitate teaching of socially appropriate and inappropriate behaviors when entering and standing in a small group of people, a common occurrence in collaborative social situations. This is achieved through the use of virtual characters and, initially, virtual reality (VR) environments for supporting situated learning in multiple contexts. We describe work done thus far on the demonstrator scenario and anticipated potentials, pitfalls and challenges involved in the approach.
2018-05-30
Trescak, Tomas, Bogdanovych, Anton.  2017.  Case-Based Planning for Large Virtual Agent Societies. Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. :33:1–33:10.
In this paper we discuss building large scale virtual reality reconstructions of historical heritage sites and populating it with crowds of virtual agents. Such agents are capable of performing complex actions, while respecting the cultural and historical accuracy of agent behaviour. In many commercial video games such agents either have very limited range of actions (resulting primitive behaviour) or are manually designed (resulting high development costs). In contrast, we follow the principles of automatic goal generation and automatic planning. Automatic goal generation in our approach is achieved through simulating agent needs and then producing a goal in response to those needs that require satisfaction. Automatic planning refers to techniques that are concerned with producing sequences of actions that can successfully change the state of an agent to the state where its goals are satisfied. Classical planning algorithms are computationally costly and it is difficult to achieve real-time performance for our problem domain with those. We explain how real-time performance can be achieved with Case-Based Planning, where agents build plan libraries and learn how to reuse and combine existing plans to archive their dynamically changing goals. We illustrate the novelty of our approach, its complexity and associated performance gains through a case-study focused on developing a virtual reality reconstruction of an ancient Mesopotamian settlement in 5000 B.C.