Virtual avatars & Immersive education

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seminar 3

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31 Terms

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Immersive education & VR

  • VR provides realistic scenarios allowing learning of abstract or inaccessible topics

  • many studies found immersive learning beneficial

  • however needs to be further explored

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Immersive education

  • not a single pedagogy or specific practice

  • wide range of approaches to teaching & learning

  • interdisciplinary & collaborative framework

  • commonly associated w/VR & active learning

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<p>Gardner cycle</p>

Gardner cycle

  • Each new technology goes through a cycle 

  1. technology trigger

  2. peak inflated expectations

  • excited about research

  1. trough of disillusionment

  • realising the actual effect

  1. slope of enlightenment

  2. platuea of productivity

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edify teacher

  • interact & set up lesson & broadcast

  • teacher is 3d presenting it to the students

  • students access and interact remotely 

  • moslty during covid

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multi user VR

  • when you are all in the same VR place but across the world

  • like frame VR

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bay stations/play area

  • are in which an individual can use VR to play & track 

  • hard to space out 

  • requires limited things on the floor

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Exemplar apps

  • Virtual printing press

    • students learning the history of printed by doing in VR

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Preliminary user testing of project mobius

  • some apps were explored more than others e.g disease diagnosis

  • instructions were followed easily w/minor errors

  • controllers were used w/minor errors

  • good feedback

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Data collection (Savickaite et al 202?)

  • The initial unique data which is available is the student’s position in physical and virtual space

  • The following examples were collected in the Disease Diagnostics lesson

  • User interaction data from the Mobius apps can be exported as a .json file and converted to .csv format for further analysis.

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Since the initial mobius study

  • VR became more mainstream

  • no longer need for controllers

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Challenges with VR & immersive learning

  • clarity of instructions

  • expertise

  • experience of controls was hard

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Accessibility Considerations in XR

  • Customizable Experience

    • different filters for colourblindness

  • Selective Simulation

    • can be good for empathy, but danger of stereotyping disorders

  • Haptics

    • spatial audio 

  • Neurodivergence

    • consider how much info is given at time

  • Co-Design

    • making sure accessiblilty is throughout not just at the end 

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Uncanny Valley (UV)

  • First proposed in 1970s by Mori

  • describes/observes negative reaction to human-looking entities such as avatars

    • manifest as a cold eerie & repellent feeling

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Uncanny valley hypothesis (Mori et al, 2012)

  • affinity for artificial humans rises with human-likeness up to a point, then drops sharply when the entity is almost - but not quite - human, before rising again as it becomes indistinguishable from a real person

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what increases uncanny valley effect

  • movement

    • mismatches in timing dynamics or micro expressions

    • feel eerie 

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uncanny valley depends on (Diel et al, 2021)

  • appearance, animation quality, and context

  • Is not inevitable if appearance–behaviour congruence is high

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Research on uncanny valley (2005+)

  • 2/3 of studies found affect still exists 

  • cognitive & neural basis is still unclear

  • facial expressions in human like avatars affect behavioural realism

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Virtual avatar

  • digital representation of a user

  • vary in visual fidelity (abstract/human) to behavioural (canned animations to facial capture)

  • bridges gap between the digital & physical world providing sense of presence

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what makes avatars effective

  • realistic movement

  • facial expressions

  • ability to interact w/objects in a natural way 

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Avatar design (Latoschik et al, 2017)

  • Choices of visual fidelity to behavioural fidelity influence the presence, embodiment, social copresence, and emotional recognition during interaction 

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Avatar realism

  • over-riding factor which impacts both the aesthetic & functional characteristics of an avatar.

  • Increased realism does not always = increased approval of the avatar

    • increasing realism in avatars intensifies the sensitivity to cues perceived by end-users highlighting falsehoods in the appearance and behaviour of the avatar

  • Human perception of realism varies among individuals.

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what does increasing realism do for experience of avatar (Higgins et al, 2021)

  • improve ownership & social interaction 

  • may trigger aversion if the appearance is almost human-like 

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ALIVE project (Savickaite et al)

  • basic emotions repeated 3 times (anger, disgust, fear, surprise, contempt, happiness and sadness)

  • avatars 1 (Wolf3D) vs avatars 2 (MetaHuman)

  • VR (Oculus Quest1)

  • Measures: Ratings of emotions, Errors, Reaction Times, Demographics (gender, age, VR experience)

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mystery study’s results

  • Meta-humans are perceived as more 'uncanny' than the cartoons → have slightly worse animation quality, but better emotion recognition accuracy

    • Each of these varied a lot by the specific emotion

  • it is likely a product of the exaggerated expressions on the meta-humans

    • more exaggerated expressions = more 'uncanny' perception rating but better recognition

  • P reported that some expressions were very evident but made the avatar look strange (both cartoon & meta-human)

  • darker skin tone made avatars seem more realistic

    • Some emotions were very hard to distinguish (particularly in the cartoon condition).

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follow up mystery study results

  • ND view metahumans as uncannier than NT

    • experience greater discomfort & UV

  • ND have a lower mean accuracy than NT

  • ND are less accurate w/negative emotions the NT

  • Females have higher accuracy than males

  • no significance between avatar race 

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Limitations of ALIVE study

  • Metahumans

  • Self-reported questionnaire

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Future research

  • Different VR settings

  • Exploring different avatars

  • Looking at diverse populations for between races of avatar and participant

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Limitation of VR avatars

  • Technological difficulties

    • latency is major issue

    • scalability

  • privacy & security

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Creation of digital avatars

  • defining avatar appearance using software for customisation

  • often employ 3d modelling techniques e.g Blender

  • rigged w/skeleton structure enabling movement & interaction

  • can be animated using motion capture technology

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limitations of creating avatars

  • achieving a high level of realism without sacrificing performance

  • realistic avatars require significant computational power

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Metahuman

  • framework/toolset for creating fully rigged high fidelity digital humans w/controllable face, body hair, clothing & materials