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Engaging Spect-actors
with Multimodal Digital Puppetry
                       Céline Coutrix (presenter),
 Giulio Jacucci,   Anna Spagnolli,   Lingyi Ma,        Matti Helin,
 Gabriela Richard, Lorenza Parisi,   Stefano Roveda,   Prayag Narula
Introduction

•  (Digital) Puppetry




                         1
Introduction


•  Field study
  -    Describe an example of how a computer
       can be used as a medium for engagement
  -    Understand why would this be a promising
       field for HCI applications



                                                  2
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   3
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   4
The system: Euclide




audience, in front of puppet	

   pupeteer	





                                                5
The system: Euclide



       Euclide	

       system	





                      6
The system: Euclide


•  Has been successfully used for engagement
   in the Science museum in Naples, Italy
•  Why? How could it be improved? What can
   we learn for future puppetry systems?



                                               7
The system: Euclide



•  Puppeteer
•  Audience


                          8
The system: Puppeteer
     puppet      on distant screen	





                                        9
         pupeteer
The system: Puppeteer
•  Puppeteer
  -     Voice
  -     Face
  -     Body
       ·    Global movement

       ·    Local movement

  -     Scenery


                              10
The system: Puppeteer
•  Voice




                          11
The system: Puppeteer
•  Face




                          12
The system: Puppeteer
•  Face




                          13
The system: Puppeteer
•  Face




                          14
The system: Puppeteer
•  Face




                          15
The system: Puppeteer
•  Face




                          16
The system: Puppeteer
•  Face




                          17
The system: Puppeteer
•  Face




                          18
The system: Puppeteer
•  Face




                          19
The system: Puppeteer
•  Body: Global movement




                           20
The system: Puppeteer
•  Body: Global movement




                           21
The system: Puppeteer
•  Body: Global movement




                           22
The system: Puppeteer
•  Body: Local movement




                          23
The system: Puppeteer
•  Body: Local movement




                          24
The system: Puppeteer
•  Body: Local movement




                          25
The system: Puppeteer
•  Body




                          26
The system: Puppeteer
•  Scenery


             transparency	





                               27
The system: Puppeteer
•  Scenery


 orientation	





                          28
The system: Puppeteer
•  Scenery

                 Zoom+Position	





                                    29
The system: Euclide



•  Puppeteer
•  Audience


                          30
The system: Euclide


             distant	

            pupeteer	





                                    31
  audience, in front of puppet
The system: Euclide

•  Compromise between
  -     Museum’s requirements for cheap, robust,
        generic and flexible hardware
  -     Puppeteers’ requirements for large number
        of functionalities
  -     Usability
       ·    e.g. mouth control moved from index to thumb
            to avoid tiredness


                                                           32
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   33
Data Collection


•  Video+audio recordings
  -    Over several months
  -    Four viewpoints
  -    Three different pupeteers

•  Interview of head pupeteer
                                   34
Data Analysis
•  Constant comparison analysis
•  Top-down and Bottom-up approach
  -    Findings originates from both the data and
       our research questions

•  Coding scheme built through three
   steps: open, axial, selective coding
•  Clips selected together, then divided
   between coders
•  Discussion and revision of coding until
   agreements > 0.6                                 35
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   36
Findings: Multimodal Puppetry




 •  Most used features are controlled
    through more accessible devices, due
    to design
                                           37
Findings: Multimodal Puppetry




           face	

      body	

      scenery	

    •    Mostly animation of face,

    •    second comes body,

    •    last comes scenery                       38
Findings: Multimodal Puppetry

  Simultaneous	

use of modalities	





                       Single modality	


   •  Important multimodal use
                                            39
Findings: Multimodal Puppetry


 1. Speech        synchronization’s problem
 2. Speech+lips
 3. Lips


                                              40
Findings: Multimodal Puppetry




 Speech durations	

       Silence durations	

 • Lot of very short speeches and silences
   in order to maintain engagement
 •  Puppet active even when silent
                                                  41
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   42
Findings: Emergence of
  Performative Structure
•  Engaging the Audience Throughout the
   Sessions: Evidences
  -     People in the audience:
       ·    Don’t talk to each other 99% of the time

       ·    Don’t pay attention to the outside 98% of the time

       ·    Talk to the puppet 65% of the time

       ·    Pleasure and Arousal annotated as positive all the
            time

       ·    Number increase, then decrease
                                                                 43
Findings: Emergence of
       Performative Structure
                 Number and length of sessions (mins)
10
 8
 6
 4
 2
 0
      < 1 min        1 min < < 2 min   2 min < < 9 min   > 9 min

     •  Rather short, but:
        -       Sessions interrupted by teachers
        -       Group of children continue interacting
                                                                   44
                from the next puppet station
Findings: Emergence of
  Performative Structure
•  Structure of sessions
  -    Approach: enter the interaction area;
                 observe
  -    Testing: Try to interact to find out which
       actions have an effect
  -    Playing: Interact in an aware, active,
       involved way; climax
  -    Ending: attention diverted; leave


                                                    45
Findings: Emergence of
  Performative Structure



•  Structure of sessions
  -    Approach, Testing, Playing, Ending
  -    Long playing phases, with scenery animations


                                                      46
Findings: Emergence of
Performative Structure




                         47
Findings: Emergence of
      Performative Structure




•    the audience starts interacting happily but calm,
•    then gets excited,
•    finishes the interaction happily and calm again

                                                         48
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   49
Findings: Construction of
       Engagement
•  The Puppet’s Multimodal Resources:
   Effects (face, body and scenery
   animations), like natural gestures, in
   relation to speech
  -    Pure special effects
  -    Non-verbal turns
  -    Verbal accompaniements
  -    Virtual gesturing


                                            50
Findings: Construction of
       Engagement

•  Pure special effects
  -    Non verbal ressources are predominant
       modality for interacting with the audience
  -    Used to attract visitors that cannot be reached
       by speech (babies, far away visitors)




                                                         51
Findings: Construction of
       Engagement

•  Non-verbal turns: Contribution in an
   interaction that includes speech, e.g.
  -    wearing accessory like glasses on special
       request from the audience and subsequently
       commenting on it
  -    Explaining a fact by displaying a picture of it



                                                         52
Findings: Construction of
       Engagement

•  Verbal accompaniements: Non-verbal
   actions are accompagnied by speech, e.g.
  -  Acrobatic movement with onomatopeic sound
  → Communication relies on the nonverbal
     resource, which dictates its structure and
     meaning



                                                  53
Findings: Construction of
       Engagement
•  Verbal accompaniements: Example
Puppet:     Ho una molla
             I’ve got a spring
           Mi serve per saltare
             I need it to jump
           ⎡ Dong::           dong:: ⎤
                 Dong           dong
            ⎣((Starts jumping))⎦ 	

                                           54
Findings: Construction of
        Engagement

•  Virtual gesturing: priority is given to
   speech; visual features are used in
   synch with speech, following its
   structure and duration, e.g.
  -    Head movement, like pointing gesture




                                              55
Findings: Construction of
       Engagement
•  Virtual gesturing: Example
  Visitor:     Dove sei?
             Where are you?
  Puppet:      Sono⎡::((pause))⎤
             I’m
               ⎣((Looking down))⎦
             ⎡qui         dentro,⎤
               inside       here
             ⎣((Looking around))⎦
             non mi vedi?
             can’t you see me          56
Findings: Construction of
       Engagement


•  Multimodal interaction for puppeteer
   is essential
  -    Helps avoiding the low status of a
       conversational agent, e.g. verbal abuse




                                                 57
Findings: Construction of
           Engagement
   •  Response to verbal abuse: Example
Child:  (Scemo)
         Dumb
Puppet: Vabbeh adesso basta.
         All right; let’s stop this
Child:    ((turns back, surprised))
Puppet: Ogni volta che scemo, ogni volta che scemo.
         All the times dumb, all the times dumb.
        E tu invece come sei?
         And what about you instead, what are you?
Child: ((goes away))

                                                      58
Findings: Construction of
       Engagement


•  Talk = Main ressource,
   Multimodal animation = instrument
•  Combination attracts visitors effectively


                                               59
Outline
1. The system studied
2. Data collection and analysis
3. Findings
  a.  Multimodality
  b.  Performative structures
  c.  Construction of engagement
4. Conclusion
                                   60
Conclusion

•  Why is digital puppetry a promising application
   field for HCI?
  -     On the contrary to a fully computer-driven system
       ·    Engagement stems from combination of multimodal
            ressources by puppeteer

       ·    Users from the audience inspire the narrative by the
            puppeteer and feel like they have an active role



                                                                   61
Conclusion
•    Why is digital puppetry a promising application field
     for HCI?
     -     Performative Structures for Brief Interactions repetitive
           element of an entertainment interface could be further
           taken into account

     -     Multimodal Use of the System by the Puppeteer
           possibility to introduce advanced interface techniques
          ·    Easing lip/speech sync,

          ·    Mapping expressive hand gestures to puppet expressions,

          ·    Etc.

                                                                         62
Engaging Spect-actors
with Multimodal Digital Puppetry

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Engaging Spect-actors with Multimodal Digital Puppetry [NordiCHI 2010]

  • 1. Engaging Spect-actors with Multimodal Digital Puppetry Céline Coutrix (presenter), Giulio Jacucci, Anna Spagnolli, Lingyi Ma, Matti Helin, Gabriela Richard, Lorenza Parisi, Stefano Roveda, Prayag Narula
  • 3. Introduction •  Field study -  Describe an example of how a computer can be used as a medium for engagement -  Understand why would this be a promising field for HCI applications 2
  • 4. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 3
  • 5. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 4
  • 6. The system: Euclide audience, in front of puppet pupeteer 5
  • 7. The system: Euclide Euclide system 6
  • 8. The system: Euclide •  Has been successfully used for engagement in the Science museum in Naples, Italy •  Why? How could it be improved? What can we learn for future puppetry systems? 7
  • 9. The system: Euclide •  Puppeteer •  Audience 8
  • 10. The system: Puppeteer puppet on distant screen 9 pupeteer
  • 11. The system: Puppeteer •  Puppeteer -  Voice -  Face -  Body ·  Global movement ·  Local movement -  Scenery 10
  • 21. The system: Puppeteer •  Body: Global movement 20
  • 22. The system: Puppeteer •  Body: Global movement 21
  • 23. The system: Puppeteer •  Body: Global movement 22
  • 24. The system: Puppeteer •  Body: Local movement 23
  • 25. The system: Puppeteer •  Body: Local movement 24
  • 26. The system: Puppeteer •  Body: Local movement 25
  • 28. The system: Puppeteer •  Scenery transparency 27
  • 29. The system: Puppeteer •  Scenery orientation 28
  • 30. The system: Puppeteer •  Scenery Zoom+Position 29
  • 31. The system: Euclide •  Puppeteer •  Audience 30
  • 32. The system: Euclide distant pupeteer 31 audience, in front of puppet
  • 33. The system: Euclide •  Compromise between -  Museum’s requirements for cheap, robust, generic and flexible hardware -  Puppeteers’ requirements for large number of functionalities -  Usability ·  e.g. mouth control moved from index to thumb to avoid tiredness 32
  • 34. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 33
  • 35. Data Collection •  Video+audio recordings -  Over several months -  Four viewpoints -  Three different pupeteers •  Interview of head pupeteer 34
  • 36. Data Analysis •  Constant comparison analysis •  Top-down and Bottom-up approach -  Findings originates from both the data and our research questions •  Coding scheme built through three steps: open, axial, selective coding •  Clips selected together, then divided between coders •  Discussion and revision of coding until agreements > 0.6 35
  • 37. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 36
  • 38. Findings: Multimodal Puppetry •  Most used features are controlled through more accessible devices, due to design 37
  • 39. Findings: Multimodal Puppetry face body scenery •  Mostly animation of face, •  second comes body, •  last comes scenery 38
  • 40. Findings: Multimodal Puppetry Simultaneous use of modalities Single modality •  Important multimodal use 39
  • 41. Findings: Multimodal Puppetry 1. Speech synchronization’s problem 2. Speech+lips 3. Lips 40
  • 42. Findings: Multimodal Puppetry Speech durations Silence durations • Lot of very short speeches and silences in order to maintain engagement •  Puppet active even when silent 41
  • 43. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 42
  • 44. Findings: Emergence of Performative Structure •  Engaging the Audience Throughout the Sessions: Evidences -  People in the audience: ·  Don’t talk to each other 99% of the time ·  Don’t pay attention to the outside 98% of the time ·  Talk to the puppet 65% of the time ·  Pleasure and Arousal annotated as positive all the time ·  Number increase, then decrease 43
  • 45. Findings: Emergence of Performative Structure Number and length of sessions (mins) 10 8 6 4 2 0 < 1 min 1 min < < 2 min 2 min < < 9 min > 9 min •  Rather short, but: -  Sessions interrupted by teachers -  Group of children continue interacting 44 from the next puppet station
  • 46. Findings: Emergence of Performative Structure •  Structure of sessions -  Approach: enter the interaction area; observe -  Testing: Try to interact to find out which actions have an effect -  Playing: Interact in an aware, active, involved way; climax -  Ending: attention diverted; leave 45
  • 47. Findings: Emergence of Performative Structure •  Structure of sessions -  Approach, Testing, Playing, Ending -  Long playing phases, with scenery animations 46
  • 49. Findings: Emergence of Performative Structure •  the audience starts interacting happily but calm, •  then gets excited, •  finishes the interaction happily and calm again 48
  • 50. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 49
  • 51. Findings: Construction of Engagement •  The Puppet’s Multimodal Resources: Effects (face, body and scenery animations), like natural gestures, in relation to speech -  Pure special effects -  Non-verbal turns -  Verbal accompaniements -  Virtual gesturing 50
  • 52. Findings: Construction of Engagement •  Pure special effects -  Non verbal ressources are predominant modality for interacting with the audience -  Used to attract visitors that cannot be reached by speech (babies, far away visitors) 51
  • 53. Findings: Construction of Engagement •  Non-verbal turns: Contribution in an interaction that includes speech, e.g. -  wearing accessory like glasses on special request from the audience and subsequently commenting on it -  Explaining a fact by displaying a picture of it 52
  • 54. Findings: Construction of Engagement •  Verbal accompaniements: Non-verbal actions are accompagnied by speech, e.g. -  Acrobatic movement with onomatopeic sound → Communication relies on the nonverbal resource, which dictates its structure and meaning 53
  • 55. Findings: Construction of Engagement •  Verbal accompaniements: Example Puppet: Ho una molla I’ve got a spring Mi serve per saltare I need it to jump ⎡ Dong:: dong:: ⎤ Dong dong ⎣((Starts jumping))⎦ 54
  • 56. Findings: Construction of Engagement •  Virtual gesturing: priority is given to speech; visual features are used in synch with speech, following its structure and duration, e.g. -  Head movement, like pointing gesture 55
  • 57. Findings: Construction of Engagement •  Virtual gesturing: Example Visitor: Dove sei? Where are you? Puppet: Sono⎡::((pause))⎤ I’m ⎣((Looking down))⎦ ⎡qui dentro,⎤ inside here ⎣((Looking around))⎦ non mi vedi? can’t you see me 56
  • 58. Findings: Construction of Engagement •  Multimodal interaction for puppeteer is essential -  Helps avoiding the low status of a conversational agent, e.g. verbal abuse 57
  • 59. Findings: Construction of Engagement •  Response to verbal abuse: Example Child: (Scemo) Dumb Puppet: Vabbeh adesso basta. All right; let’s stop this Child: ((turns back, surprised)) Puppet: Ogni volta che scemo, ogni volta che scemo. All the times dumb, all the times dumb. E tu invece come sei? And what about you instead, what are you? Child: ((goes away)) 58
  • 60. Findings: Construction of Engagement •  Talk = Main ressource, Multimodal animation = instrument •  Combination attracts visitors effectively 59
  • 61. Outline 1. The system studied 2. Data collection and analysis 3. Findings a.  Multimodality b.  Performative structures c.  Construction of engagement 4. Conclusion 60
  • 62. Conclusion •  Why is digital puppetry a promising application field for HCI? -  On the contrary to a fully computer-driven system ·  Engagement stems from combination of multimodal ressources by puppeteer ·  Users from the audience inspire the narrative by the puppeteer and feel like they have an active role 61
  • 63. Conclusion •  Why is digital puppetry a promising application field for HCI? -  Performative Structures for Brief Interactions repetitive element of an entertainment interface could be further taken into account -  Multimodal Use of the System by the Puppeteer possibility to introduce advanced interface techniques ·  Easing lip/speech sync, ·  Mapping expressive hand gestures to puppet expressions, ·  Etc. 62