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MAXIMIZING THE USE OF AVATARS
TO MAINTAIN YOUR LEARNERS’ ATTENTION




                             www.livingactor.com
Presentation Outline




• A Few Words About Me
• Why an Avatar in e-learning?
• Case Study: Le Louvre Museum Avatar
• Four Avatar Features that Maintain User Attention
• Conclusion
My Background
The Author
  • Audio Producer at Radio France
  • 3D Artist in Video Game Industry
  • Inventor and Patent Holder of Living Actor™
  • CEO and President of the company Cantoche
  Book Contributions:
       • Agent Culture published by Lawrence Erlbaum in 2004 (chapter "Recruiting a Virtual
       Employee: Adaptive and Personalized Agents in Corporate Communication")
       • Human Attention in Digital Environments published by Cambridge University Press in 2011
       (chapter "Attention-Aware Intelligent Embodied Agents”).


The Company and Living Actor™ Technology
  • Expert in 3D Full Body Avatars (700 customized avatars created)
  • More than 300 international clients
  • Creator of the technology Living Actor™ (www.livingactor.com)


  Related R&D Projects:
       • Ilhaire: Incorporating laughter into Human-Avatar interactions.
       • Humaine: Enabling emotions for Embodied Conversational Agents.
       • AtGentive: Keeping the attention of the user (short term and long term) on e-Learning
       applications using avatars.
       • Affective Avatars: Analyzing emotions in user’s voices and mapping the avatar’s behaviors
       in real time for web and mobile applications.
Why an Avatar?
Avatars can maintain user attention on an e-learning application

Interactions among human beings are made of emotions and memories
  The way people interact with technology is the way they interact with each other. (R. Picard, 1995)


Humanization encourages the interaction
  The more the interface is humanized, the more the subjects persist in resolving the
  exercises which are difficult and/or impossible to finish.(Dubois, 2001)



The interaction is judged by the learner as more "natural" and "emotion-rich"
   Characters can express social roles, emotions, and organized personalities that
   match learning goals, company brands, and transaction needs. (Reeves, 2003)



Avatars allow humanization of the interfaces for memory recall and task
attention
   An avatar integrated in the user interface creates in the user the illusion to be interacting
   with the system as if he were communicating with a real person. (Ortiz, 2006)
E-learning Case Studies

   3 examples of classic types of e-learning modules




   Interactive Coach                             Simulations                            Personalized Tutors




                                                                                             “Prof à la demande “for SFR
                                                                                                    on mobile phone


                                                                                           Mme Michalon (Grumpy)
                                                                                           •Inflexible
                                                                                           Melle Jeunet (Joly)
E-learning modules for SAINT-GOBAIN    E-learning modules for DEMOS using 100 avatars      •Calm and patient

                                                                                           Bernard (Free-style)
                                                                                           •The good friend
Building the Avatar’s Persona
The avatar is characterized by 5 primary social cues
  Five primary type of social cues cause people to make inferences about social presence in a
  computing product: Physical, Psychological, language, social dynamics, and social roles
  (Fogg, 2003)


   Main Questions to Ask

   1.   What is the mission of the avatar?
   2.   Who does the avatar represents?
   3.   What is the personality of the Avatar?
   4.   How does the avatar interact with the user? (language, turn taking, application)




               Data Collection                                Recommendation


                                                   •   Visual Representation
                 The 4 Main Features
                                                   •   Behaviors
                                                   •   Voice
                                                   •   Interactions with the environment
Case Study
Dominique Vivant- Denon on the Le Louvre Web Site




  For young Web users, Dominique Vivant-Denon embodies the first director of Le Louvre museum
  and guides them on the site. The avatar encourages them to be curious and teaches them about the
  Museum and its art collection.


                    • Designed by François Place in 2007.
                    • Animated and empowered using the Living Actor™ technology www.livingactor.com
The Visual Appearance
The avatar is characterized by its appearance
  The first impression immediately determines the way users will interact with an avatar and the
  application (Gard, 2000)


  Main Features to Combine
        •   Style (Cartoon, Realistic)
        •   Gender
        •   Culture
        •   Colors
        •   Clothes
        •   Accessories
The Visual Appearance, Cont.
Dominique Vivant-Denon




Main Visual Aspects
  • Cartoonish Style: He represents the first director of Le Louvre museum
  • Blue Color: This color was intended to be calming
  • Use accessories: Helps users to understand an action
The Behavior
Behaviors and Emotions
  Body movement comprises 55 per cent of non verbal communication (Merhabian, 1971)


 Main Features to Combine
      •   Facial Expressions
      •   Gaze
      •   Body Language
      •   Behavior Rhythm




                                                    Ilhaire Project: www.ilhaire.eu
The Behavior, Cont.
Dominique Vivant-Denon




Main Behavioral Aspects
  • Very dynamic: contrasts with the calm nature of a museum
  • Uses Full Body to drive interest
  • Doesn’t use a lot of facial expressions: He is neutral as a guide
The Voice
Vocal parameters give the user confidence in the avatar and give the
avatar persuasive power
  It’s not what you say, it’s how you say it (Dimitrius, 1998)

 Main Features to play with
      •   The tone of Voice is important to indicating whether the avatatar is depressed, happy,
          anxious, excited, or something else.
      •   By changing the frequency of the voice, you can change the confidence and the
          attention of user.
      •   The vocal rhythm is an important aspect to create a dominant or submissive character.
User-Avatar-Environment Interaction
Dominique Vivant-Denon




Main components in user-avatar-environment interaction
  • Uses the entire space
  • Has his own space
  • Interacts with the Web site
  • Suggests actions to the user
User-Avatar-Environment Interaction, Cont.
The avatar interacts with its environment

 Main Features to Combine
     •   Size of the Avatar
     •   Shots
     •   Position
     •   Presence or absence
     •   Angle of view
     •   Avatar Interactions
                                 Sybron Dental e-learning module
                                 http://blog.livingactor.com/?p=1087
                                                                          Gaz de France living actor assistant




                                                                       Http: www.livingactor.com
Thank You!
More Information…
  blog.livingactor.com: A Blog Dedicated to Talking Assistants
  www.ilhaire.eu: Incorporating laughter into Human-Avatar interactions.
  www.livingactor.com: Living Actor™ 15-day Free Trial




     www.livingactor.com
               Benoît MOREL
             CEO and President

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Maximizing the Use of Avatars To Maintain Your Learners’ Attention

  • 1. MAXIMIZING THE USE OF AVATARS TO MAINTAIN YOUR LEARNERS’ ATTENTION www.livingactor.com
  • 2. Presentation Outline • A Few Words About Me • Why an Avatar in e-learning? • Case Study: Le Louvre Museum Avatar • Four Avatar Features that Maintain User Attention • Conclusion
  • 3. My Background The Author • Audio Producer at Radio France • 3D Artist in Video Game Industry • Inventor and Patent Holder of Living Actor™ • CEO and President of the company Cantoche Book Contributions: • Agent Culture published by Lawrence Erlbaum in 2004 (chapter "Recruiting a Virtual Employee: Adaptive and Personalized Agents in Corporate Communication") • Human Attention in Digital Environments published by Cambridge University Press in 2011 (chapter "Attention-Aware Intelligent Embodied Agents”). The Company and Living Actor™ Technology • Expert in 3D Full Body Avatars (700 customized avatars created) • More than 300 international clients • Creator of the technology Living Actor™ (www.livingactor.com) Related R&D Projects: • Ilhaire: Incorporating laughter into Human-Avatar interactions. • Humaine: Enabling emotions for Embodied Conversational Agents. • AtGentive: Keeping the attention of the user (short term and long term) on e-Learning applications using avatars. • Affective Avatars: Analyzing emotions in user’s voices and mapping the avatar’s behaviors in real time for web and mobile applications.
  • 4. Why an Avatar? Avatars can maintain user attention on an e-learning application Interactions among human beings are made of emotions and memories The way people interact with technology is the way they interact with each other. (R. Picard, 1995) Humanization encourages the interaction The more the interface is humanized, the more the subjects persist in resolving the exercises which are difficult and/or impossible to finish.(Dubois, 2001) The interaction is judged by the learner as more "natural" and "emotion-rich" Characters can express social roles, emotions, and organized personalities that match learning goals, company brands, and transaction needs. (Reeves, 2003) Avatars allow humanization of the interfaces for memory recall and task attention An avatar integrated in the user interface creates in the user the illusion to be interacting with the system as if he were communicating with a real person. (Ortiz, 2006)
  • 5. E-learning Case Studies 3 examples of classic types of e-learning modules Interactive Coach Simulations Personalized Tutors “Prof à la demande “for SFR on mobile phone Mme Michalon (Grumpy) •Inflexible Melle Jeunet (Joly) E-learning modules for SAINT-GOBAIN E-learning modules for DEMOS using 100 avatars •Calm and patient Bernard (Free-style) •The good friend
  • 6. Building the Avatar’s Persona The avatar is characterized by 5 primary social cues Five primary type of social cues cause people to make inferences about social presence in a computing product: Physical, Psychological, language, social dynamics, and social roles (Fogg, 2003) Main Questions to Ask 1. What is the mission of the avatar? 2. Who does the avatar represents? 3. What is the personality of the Avatar? 4. How does the avatar interact with the user? (language, turn taking, application) Data Collection Recommendation • Visual Representation The 4 Main Features • Behaviors • Voice • Interactions with the environment
  • 7. Case Study Dominique Vivant- Denon on the Le Louvre Web Site For young Web users, Dominique Vivant-Denon embodies the first director of Le Louvre museum and guides them on the site. The avatar encourages them to be curious and teaches them about the Museum and its art collection. • Designed by François Place in 2007. • Animated and empowered using the Living Actor™ technology www.livingactor.com
  • 8. The Visual Appearance The avatar is characterized by its appearance The first impression immediately determines the way users will interact with an avatar and the application (Gard, 2000) Main Features to Combine • Style (Cartoon, Realistic) • Gender • Culture • Colors • Clothes • Accessories
  • 9. The Visual Appearance, Cont. Dominique Vivant-Denon Main Visual Aspects • Cartoonish Style: He represents the first director of Le Louvre museum • Blue Color: This color was intended to be calming • Use accessories: Helps users to understand an action
  • 10. The Behavior Behaviors and Emotions Body movement comprises 55 per cent of non verbal communication (Merhabian, 1971) Main Features to Combine • Facial Expressions • Gaze • Body Language • Behavior Rhythm Ilhaire Project: www.ilhaire.eu
  • 11. The Behavior, Cont. Dominique Vivant-Denon Main Behavioral Aspects • Very dynamic: contrasts with the calm nature of a museum • Uses Full Body to drive interest • Doesn’t use a lot of facial expressions: He is neutral as a guide
  • 12. The Voice Vocal parameters give the user confidence in the avatar and give the avatar persuasive power It’s not what you say, it’s how you say it (Dimitrius, 1998) Main Features to play with • The tone of Voice is important to indicating whether the avatatar is depressed, happy, anxious, excited, or something else. • By changing the frequency of the voice, you can change the confidence and the attention of user. • The vocal rhythm is an important aspect to create a dominant or submissive character.
  • 13. User-Avatar-Environment Interaction Dominique Vivant-Denon Main components in user-avatar-environment interaction • Uses the entire space • Has his own space • Interacts with the Web site • Suggests actions to the user
  • 14. User-Avatar-Environment Interaction, Cont. The avatar interacts with its environment Main Features to Combine • Size of the Avatar • Shots • Position • Presence or absence • Angle of view • Avatar Interactions Sybron Dental e-learning module http://blog.livingactor.com/?p=1087 Gaz de France living actor assistant Http: www.livingactor.com
  • 15. Thank You! More Information… blog.livingactor.com: A Blog Dedicated to Talking Assistants www.ilhaire.eu: Incorporating laughter into Human-Avatar interactions. www.livingactor.com: Living Actor™ 15-day Free Trial www.livingactor.com Benoît MOREL CEO and President