Intersubjectivity and social presence

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							Intersubjectivity and social
presence
Francesca Morganti, PhD

University of Lugano, Switzerland
Istituto Auxologico Italiano, Milano - Italy
Virtual spaces
• People access a variety of existing scenarios on the
  web designed for communication and cooperation.
• If based on 3D technologies they provide users with
  a variety of interconnected places (virtual
  environments) through which people navigate and
  carry on tasks
• People socially interact through their embodiments,
  named avatars
• Generally, each virtual environment can provide
  access to a number of tools, awareness of on-going
  events and can also encourage open communication
  and cooperation with other occupants
Shared spaces
• Multi-agent VR environments are not only
  composed of multiple actors but also, and especially,
  of multiple viewpoints about reality

• Managing the possibility of combining multiple
  perspectives multi-user VE provide a sense of
  mutual awareness among users when they are
  involved in an interaction

• A new chance to shed light to this perspective is
  based on the concept of presence and social
  presence
A backward step: Telepresence

• The term presence derives from “telepresence” and refers to
  the phenomenon that a human operator develops being
  physically present in a remote location through interaction
  with a technological interface (Minsky, 1980).

• The term “telepresence” is used when the virtual experience
  dominates the real world experience and describes the
  feeling of being in the environment generated by the
  technology, rather than in the surrounding physical
  environment (Steuer, 1992).
The sense of presence

“Presence is a psychological state or a subjective perception in
  which the participant, although working with an instrument,
  fails to understand the role of technology in his experience.
  Although the subject might assert (except in extreme cases)
  that he is using technology, up to a certain point, or a certain
  degree, the subject gets involved in the task, in objects,
  entities and event perception, as if technology was not
  present” (Lombard, 2000)

• Presence is widely accepted as the key element to consider in
  any research involving human interaction with interactive
  technologies and by many researchers as the essence of any
  experience in a virtual reality environment.

• The concept of presence is very broad and has been
  developed over the past decade since its original description.
Two ways to be present ?


• The VR systems comprise two main
  components:
  ▫ a technological one
  ▫ one related to psychological experience

• The different relevance given to each component
  produced two different but coexisting
  perspectives on presence:
  ▫ the mediated presence perspective
  ▫ the experiential presence perspective

                  (Coelho, Tichon, Hine, Wallis, Riva, 2006)
Mediated/experiential presence
 • Mediated presence:
   ▫ VR system is a a collection of specific technological tools, the interaction with
     which needs to be explained in terms of presence.
   ▫ The sense of presence is a function of the experience of a given medium
       Lombard 2000
       Schubert, Friedmann & Regenbrecht, 1999
       Slater & Wilbur, 1997

 • Experiential presence:
   ▫ Presence is a cognitive phenomenon
   ▫ The sense of presence evolves through the interplay between our biological
     and cultural inheritance, whose main function is the control of human
     activity
         Biocca, 2001
         Carassa, Morganti, Tirassa, 2004; 2005
         IJsselstein, 2002
         Mantovani, Riva, 1999; 2001
         Riva, Waterworth & Waterworth, 2004
The emergence of CVE

 • The recent evolution of technology has focused on the design and
   development of collaborative virtual environments (CVEs)

 • CVEs are virtual arenas within which people are able to meet,
   communicate and cooperate by interacting synchronously with each
   other

 • Interaction and cooperation are allowed by virtual reality software,
   even while users are physically located in different places over the
   world

 • Several authors attribute to this kind of media the function to create
   the possibility to collapse space and time, in order to provide not
   only the limited illusion of ‘being there’ but also of ‘being together
   with other people’ (Biocca, Kim, Levy, 1995)

 • Like the feeling of being there in a computer-simulated environment
Social presence

 • The sense of social presence is distinguished by the
   following five common features:

   ▫ a shared sense of space (the illusion of being located in the
     same place with other users)
   ▫ a shared sense of “co-existence” (supported by introduction
     of virtual representation of self and others: avatars of
     participants)
   ▫ a shared sense of time (by providing real-time interaction
     not only with the environment but also with other users)
   ▫ a way to communicate (writing, talking and acting with
     other users)
   ▫ a way to share (the possibility of sharing knowledge and
     “digital objects”, interacting within the environment)
                                     Singhal and Zyda (1999)
Co-presence

• The concept of social presence mostly derived from the
  term co-presence originated in the work of Goffman:
  ▫ co-presence existed when people reported that they were
    actively perceiving others and felt that others were actively
    perceiving them
“co-presence renders persons uniquely accessible,
  available, and subject to one another” (Goffman, 1963, p.
  22).

Co-presence in this sense solely refers to a psychological
  connection to and with another person.
It requires that interactants feel they are able to perceive
  their interaction partner and that their interaction
  partner actively perceives them
What social presence afford?


 • Social presence has been frequently invoked to evaluate
   people’s ability to connect via telecommunication
   systems (Rice, 1993; Short et al., 1976; Walther, 1996)

 • Short et al., (1976) defined social presence as “the degree
   of salience of the other person in the interaction and the
   consequent salience of the interpersonal relationships”

 There is large evidence that the efficacy of computer based
  learning systems and their productive performance in
  teleconferencing and collaborative virtual environments
  are largely based on the quality of the social presence
  they afford.
How to define, measure, and design social presence has
 become one of the most challenging problems in
 communication theory and in the psychological
 definition of technology-enhanced involvement


Up to now, measures of social presence have been shown
 to relate more to the user’s perception of a medium’s
 ability to provide salience of another as opposed to
 measuring the actual perceived salience of another
 person


It emerges the necessity to investigate how humans are
  able to project “a sense of self” through the resources
  and the limitations of a medium using virtual reality
  technologies as possible communication and cooperation
  scenario (Morganti, Riva 2006)
Interpersonal relationship
Characterizing social presence as the degree of “salience of
 the interpersonal relationship” it will be necessary to
 define the degree of psychological involvement with the
 other

On one side, Rice claims that social presence “is
 fundamentally related to two social psychology concepts;
 intimacy and immediacy” (Rice, 1993, p. 72)

On the other side it is possible to define social presence
 starting from the “theory of mind” assumption: it
 involves a degree of mutual awareness - social presence
 results when an user is aware of the mediated other, and
 the other is contemporaneously aware of the user
 (Heeter, 1992)
To access another intelligence
• One of the key defining element of social presence is the
  sense that one has “access to another’s intelligence”
  (Biocca, 1997)

• Social presence is activated as soon as a user believes
  that an entity of the environment displays some minimal
  intelligence in its reactions to the environment and to
  the user

• The key issue for social presence becomes the “moment-
  by-moment awareness” of the co-existence of another
  sentient being, accompanied by a sense of engagement
  with the other (Biocca, Harms, Gregg, 2001)
The “moment by moment” awareness
• The ability to perceive the others; it does not imply that
  one understands what they believe or want

• The ability to share attention; it is out in the open for
  subjects A and B that one of them (or both of them)
  attend to object X

• The ability to represent the intentions of others; being
  able to understand the objective that may lie behind
  another individual’s behaviour
The ability to perceive the virtual
others
• Can user’s feel the same level of social presence with virtual bodies
  that appear less-human (anthropomorphic) as compared to virtual
  bodies that conform more closely to the shape of the human body?

• How the visual representations of computerized others influence
  person perception?

• When the bodily cues are computer generated and not natural, will
  people rely on them for person perception and social judgment or
  ignore them because they are completely fabricated and, therefore,
  untrustworthy?

The disembodied others encountered in mediated environments may
  not provide all (or even any) of the traditional cues that people have
  come to rely on for perceiving others. At the same time, virtual
  environments may provide various kinds of new, dramatic
  embodiment cues that might enhance interpersonal interaction.
• When the virtual human appeared non-
  anthropomorphic, people feel they had less access to
  another mind
• They also feel less social presence that is they felt that
  the medium was less able to support a social interaction.
• People feel a reduced sense of presence in the place
  where the social interaction occurred

Users may feel less socially comfortable with forms of the
 body that deviated too much from what they experience
 in the physical world

This raises the question of why the anthropomorphism of
 the user’s virtual image influence not only the user’s
 judgment of co-presence with the other, but also their
 judgment of the appropriateness of the medium for
 social interaction and the users sense of presence in the
 place.
Shared attention in VR
• Situation awareness does not consist therefore of a collection of
  “objective” information relative to "how things are" in the
  environment, but rather it consists of multiple situated scenarios
  shaped by meanings which participants attribute to the current
  situation

• We can recognize different layers of situation awareness, from the
  most superficial which gives us information about the participants
  to the environment, to the deeper one, which introduces a plurality
  of perspectives on the virtual space

How the technological systems have to be able to support a set of
 social behaviors?

               WISIWYS vs WISIWYD design frameworks
• WYSIWIS systems provide participants with information about the space in which other
  participants are moving, so that a user can know in every moment where other users are
  and what the focus of their attention is.
   ▫ The information provided by WYSIWIS systems is generally of a graphic type, and is
     integrated into the system automatically, without distracting the attention of the participants.
   ▫ The effectiveness of these tools diminishes with increase in the shared space visible to each
     user, and with increase in the complexity of actions permitted to participants by the system

• WYSIWID systems have three fundamental parts:
   ▫ Elements of knowledge that analyzes the workspace, identifying what type of information the
     users in the shared space are exchanging
   ▫ Process of maintaining awareness that regards the information obtained from the first part,
     and indicates in which way the information must be presented to the users
   ▫ Uses of workspace awareness that consists of a process, which helps the designers to
     understand the situations by means of an analysis of the interactions developing in the
     groupware
(In spite of the variety of the awareness widgets introduced, the WYSIWID system does not
   provide cues to understand the intentions of the other participants)


A scenario design that is able to provide not only information about the users’ placement in
   the environment, but also about the main actions they undertake will better support social
   presence

                               (Gutwin and Greenberg, 1998; Cottone, Mantovani, 2003 )
Intentionality in VR
By convention, a virtual human controlled by a human in
 real time is labeled “avatar,” but it would be labeled an
 “agent” if an artificial intelligence or a computer
 controlled it

In the networked social places inhabited by virtual
  humans, the user may feel some level of connection with
  those he/she encounters while at the same time
  automatically constructing a representation of the other.
  This representation is extended and clarified as the user
  works to understand and predict the intentions, and
  future behaviors, of the virtual other

• Does it matter if the mind controlling the virtual human
  body is human, or is it enough to feel a connection to
  another mind whether it is human or artificial?
• When behavior and embodiment is the same, in a very short
  interaction users may feel equally present with what they know to be
  artificial agents as they do with human avatars

• In very simplified interactions users felt they had access to another
  mind and that the mind was attending to them (copresence) whether
  it was an agent or avatar.

People respond to computers in ways that are very similar to the ways
  they respond to other humans (Reeves and Nass, 1996)

In more complex interactions there are significant differences in users
  perception of the medium’s ability to provide a connection to another
  mind (social presence), and there are significant differences in the
  extent to which people felt physically present in the virtual world
  (presence as transportation)
Final remarks
Social presence phenomenon give us an example of
  “mirroring” even where some sensorial information cues
  are not directly avaliable in the interaction scenario.

Social presence derives from human ability to create sense
  in interaction more than in technology’s ability to
  provide salience of others

Even if technology “fails” in provide users with salient
 information in interaction humans are cognitively able to
 fill this gap.
Thank You for your attention

   francesca.morganti@lu.unisi.ch
affective   attentional                                           intentional

                                            subject A intends to do X, does X (intentionally), perceives X, believes X,
                           individual
                                                                          desires X, etc.

                                                        affective               attentional            intentional

                                                        subject A               subject A              subject A
                                                        perceives that          perceives that         perceives that
                                          perceived
                                                        subject B has           subject B attends      subject B intends
                                                        emotion X               to object X            to do X, etc.
subject A   subject A
has         attends to                                  it is out in the        it is out in the       it is out in the
emotion X   object X                                    open for subjects       open for subjects      open for subjects
                          interpersonal                 A and B that one        A and B that one       A and B that one
                                          shared
                                                        of them (or both        of them (or both of    of them (or both
                                                        of them) has            them) attend to        of them) intends
                                                        emotion E               object X               to do X, etc.

                                                        A and B are             A and B are jointly    A and B are
                                                        jointly committed       committed to           jointly committed
                                          joint
                                                        to have emotion         attend to object X     to intend X, do X,
                                                        X (as a body)           (as a body)            etc. (as a body)

						
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