Evaluation of Omnipresent Virtual Agents Embedded as Temporarily Required Assistants in Immersive Environments
When designing the behavior of embodied, computer-controlled, human-like virtual agents (VA) serving as temporarily required assistants in virtual reality applications, two linked factors have to be considered: the time the VA is visible in the scene, defined as presence time (PT), and the time till the VA is actually available for support on a user’s calling, defined as approaching time (AT).
Complementing a previous research on behaviors with a low VA’s PT, we present the results of a controlled within-subjects study investigating behaviors by which the VA is always visible, i.e., behaviors with a high PT. The two behaviors affecting the AT tested are: following, a design in which the VA is omnipresent and constantly follows the users, and busy, a design in which theVAis self-reliantly spending time nearby the users and approaches them only if explicitly asked for. The results indicate that subjects prefer the following VA, a behavior which also leads to slightly lower execution times compared to busy.
@InProceedings{Boensch2019c,
author = {Andrea B\"{o}nsch and Jan Hoffmann and Jonathan Wendt and Torsten W. Kuhlen},
title = {{Evaluation of Omnipresent Virtual Agents Embedded as Temporarily Required Assistants in Immersive Environments}},
booktitle = {IEEE Virtual Humans and Crowds for Immersive Environments (VHCIE)},
year = {2019},
doi={10.1109/VHCIE.2019.8714726},
month={March}
}