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  • 8/3/2019 Conceptual, Communicative and Pragmatic Aspects of Interaction Forms - Rich Interaction Model for Collaborative Virtual Environments

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    Conceptual, Communicative and Pragmatic Aspects of Interaction Forms - Rich

    Interaction Model for Collaborative Virtual Environments

    Tony ManninenDepartment of Information Processing Science, University of Oulu, FINLAND

    [email protected]

    Abstract

    This paper provides a form-oriented description and

    applicable model of interaction in the context of

    Collaborative Virtual Environments (CVE). The

    construction and the main categories of the conceptual

    interaction form model are described through examples

    and previous work. The evaluation and validation of the

    model is illustrated by delineating the research process

    conducted by the author. Furthermore, the benefits and

    limitations of the model are discussed in the light of CVE

    analysis and design.

    1. Introduction

    The lack of intuitive and non-intrusive non-verbal cues

    is one of the distinctive features that separates computer-

    mediated communication settings from face-to-face

    encounters. One solution to the interaction problems is the

    CVE design approach that draws from the theories and

    conceptual models of available interaction forms. Theinteraction form model, which has been constructed

    during this research, directs the design to start from the

    natural areas of interaction. By taking a holistic view of

    the concept of interaction forms, the model enables

    designers to take into account all the necessary

    manifestations and representations of interaction.

    The aim of this research is to conceptualise and

    delineate the mutually perceivable interaction forms

    available for avatar-based CVEs. Interaction forms are

    actions that can be perceived as manifestations of the

    user-user and user-environment interaction. These forms

    are used to convey the actions of the user to oneself, and

    to others. The forms enable awareness of actions byoffering mutually perceivable visualisations and

    auralisations within the virtual environment.

    The scope of this work covers the manifestations of

    interaction. The emphasis is on every action and

    interaction that can be perceived in CVEs. The mutually

    perceivable actions and behaviours have been described

    without tackling the social or cultural aspects of

    communication, co-ordination and collaboration. The

    point of interest, thus, is to find more understanding about

    the possibilities and effects of rich interaction in the CVE

    context.

    2. Theoretical background and related work

    The forms of interaction have been described and

    discussed in the existing literature in the field of

    communication, for example, under topics such as non-

    verbal communication channels and communication

    codes [2, 8, 10]. The focus and starting point for these

    models is on the face-to-face interaction between humans

    who share the same physical place.

    Within the context of computer-supported co-operative

    work (CSCW), the focus of research is not limited to

    specific communication channels. One area of interaction

    research relates to the embodied actions that cover the

    movements and actions of the participants who interact

    with each other and with their environment [16].

    However, the interaction forms described in this paper

    only exist in virtual environments, and thus, the actions

    occurring in the physical world are out of the scope of this

    paper.

    The concept of rich interaction is not only a

    quantitative measure describing the amount of available

    interaction forms [8]. However, a basic set of interaction

    form categories helps the CVE designers to consider all

    the necessary areas of action representations. Rich

    interaction can be enabled by a set of interaction forms

    which is large, flexible and focused on the content. The

    contextual and communicative support for interaction is

    essential in providing users with meaningful ways to

    express themselves and their actions. The richness itself

    is, at the end of the day, achieved by users who are able to

    exploit the available interaction forms in an intuitive and

    non-deterministic style.

    The related research of interaction forms covers a wide

    area, ranging from CVE design to communication and

    collaboration support. This section outlines some of the

    previous research that is closely related to the line of work

    described in this paper.

    Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA03)087-4844/03 $17.00 2003 IEEE

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    Benford et al. [4] have created a spatial model of

    interaction which provides a basic set of abstractions for

    managing interactions in a wide range of spatial systems.

    The authors argue that the spatial model of interaction

    provides a novel and powerful set of abstractions for

    managing interactions in a variety of large-scale virtual

    spaces. However, the model does not imply any specific

    interaction forms that could be used, for example, to

    represent and execute participants aura, focus and

    nimbus.

    Robertson has constructed a taxonomy of embodied

    actions [16], which consists of individual actions (in

    relation to physical objects, other bodies, and to the

    physical workspace) and group activities constituted by

    individual embodied actions. While Robertson's

    taxonomy does not contradict the model presented in this

    paper, the level of abstraction is different. Robertson

    delineates actions that describe the incentive of the

    participant. Furthermore, there are actions that can be

    presented with various interaction forms.

    Additional descriptions of modes and types of

    interaction have been presented, for example, in the areas

    of autonomous agents [9]. The non-verbal communication

    aspects of CVEs have been studied, for example, in the

    context of user embodiment [3], communicative

    behaviour [18], conversational interface agents [6], and

    realistically expressing avatars [17]. These approaches,

    however, tend to concentrate on a highly specific and

    limited interaction support.

    The approach selected by this author follows, to a

    certain degree, the lines of the related research. The

    interaction form model has been constructed in order to

    obtain a clear overall picture of the concepts related to

    interaction. The basic theories have been selected from

    the areas analysing physical world communication in

    order to enable the continuum in the level of

    communication. In addition, the relatively mechanistic

    perspective to interaction (i.e., the focus is on forms

    instead of functions) is believed to enable user-driven

    communication, control and collaboration.

    3. Construction of the model

    The interaction form model has been constructed by

    collecting theoretical knowledge (e.g., communication

    literature) and empirical material (video recordings,interviews, walkthroughs, observations, and heuristic

    evaluations) from networked games, game events and

    from self-organised gaming sessions [12].

    The main aim of the model is to provide as exhaustive

    a set of interaction forms as possible. However, due to the

    high number of available interaction forms, the model is

    structured into several main categories, which, in turn,

    contain a number of sub-concepts.

    The starting point for the conceptual modelling was the

    interaction form support offered by the existing CVEs. In

    order to acquire a basic set of currently available

    interaction forms, a number of contemporary multi-player

    games have been studied and the material has been

    expanded with heuristic evaluations [18, 19]. The games

    that were observed include, for example, a 3D multi-

    player action game called Counter-Strike. Additional

    games that have been studied include action games (e.g.,

    Action Quake, Team Fortress) and role-playing games

    (e.g.,EverQuest, Ultima Online). Some material was also

    obtained from text-based games and flight simulators.

    The next step in constructing the concept model was

    the categorisation of different interaction forms. The basic

    criteria for categorisation were the closeness and relations

    of different sub-concepts. For example, all the interaction

    forms that relate to the appearance of the avatar were

    grouped together. The construction was based on the

    conceptual analysis, and thus, offered a somewhat

    coherent illustration of the corresponding interaction

    forms. The first versions of the model were constantly

    refined and revised according to the additional

    evaluations of games and other CVEs.

    The theoretical framework that would support the

    aforementioned preliminary model was applied on a later

    stage. Before the integration, the preliminary model was

    used as a basic design guideline in constructing an

    empirical experiment called Tuppi3D. The experiment

    was then evaluated by using the synthesised model of

    non-verbal communication channels (hereinafter referred

    to as NVC) described in the communication literature (cf.

    [2, 8, 10]). The perceivable interaction forms encountered

    in the Tuppi3D experiment were analysed based on the

    NVC model. Manninen and Kujanp [14] have

    elaborated on the experiment and the outcome of the

    analysis.

    After the analysis of perceivable non-verbal

    communication forms in the experiment, the concept

    model was modified in a way that the structure of non-

    verbal communication forms created the backbone of the

    model. The categories from the preliminary concept

    model were then added to the base model. The combined

    model, thus, covers a wider range of interaction forms.

    Furthermore, it takes into account the aspects of virtual

    environments by also describing the forms that are not

    necessary applicable in physical world interactions.

    4. Description of the concepts in the model

    Figure 1 represents the first layers of the

    decomposition that forms the proposed concept model of

    interaction forms. The map illustrates the main interaction

    types that can be found within current multimedia games.

    The forms have been categorised into 12 classes, each

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    consisting of a number of sub-concepts. The basis for this

    taxonomy is the categorisation of various interaction

    forms in terms of communication channel, context, and

    acting entities (e.g., body parts, environment, fellow team

    members, etc.).

    INTERACTION

    FORMS IN CVEs

    Avatar

    Appearance

    Kinesics

    Autonomous

    AI

    Artefacts

    Language-based

    Communication

    Physical

    Contact

    Setting

    Physique Equipment

    Clothes

    Postures

    Environmental

    DetailsFollow-me

    Auto-actions Reflection

    Use of

    Object

    Object

    Exchange

    Destruction

    Construction

    ObjectMoving

    Tactile

    DefensiveSignals

    Emotional

    Agressive

    BodyMovement

    ChatSpeech

    Phrases

    SignLanguage

    Modification

    Non-verbal

    Audio

    Sound

    effects

    Silence

    MutualAffects

    Face & SkinHair Adornment Paralanguage

    OlfacticsChronemics

    Spatial

    Behaviour

    Orientation

    Positions &Locations

    Proximity &Distance

    HeadMovement

    Gestures

    Facial

    expressions

    Music

    OcculesicsEye

    Movement

    Visual

    Orientation

    Eye

    Contact

    Figure 1. Concept model of interaction forms.

    It has been attempted to keep the naming of the sub-

    concepts within the level of interaction forms without

    describing the functions that can be executed by using the

    forms. However, there are some sub-concepts that can be

    considered as styles of interaction. For example,

    emotional physical contact does not imply any specific

    interaction forms. It merely directs the thinking towards

    the instances of emotional forms, such as hugging, petting,

    holding hands, etc. In relation to this, the consistency of

    the model is compromised. Still, the naming convention

    aims at providing as clear a tool for analysis and design as

    possible.

    The following section illustrates the forms, or

    manifestations, of interaction. A brief description of each

    of the main categories is provided. The model does not try

    to replicate the physical world interaction forms. The

    relation to the physical world is taken into account when

    applicable, but the potential of virtuality is also harnessed.

    Autonomous AIcategory includes a set of pre-

    programmable actions and reactive behaviour that

    resembles subconscious and intuitive actions in the

    physical world. Some of these actions can be regulated by

    the system while others are modifiable by the participants.

    This group of interaction forms overlaps with most of the

    other categories. However, the autonomous actions are

    considered as a separate group because of the specific

    nature of most of the actions and their importance in terms

    of design.

    Avatar appearance defines the attributes of image and

    presentation of self [8, 10]. Appearance contains the

    visual aspects of one's presentation. Argyle [2] divides

    this into two: those aspects under voluntary control -

    clothes, bodily paint and adornment - and those less

    controllable - hair, skin, height, weight, etc. The aspects of

    appearance can, thus, be thought of as static or dynamic

    communicational messages, depending on the attribute.

    The CVE context enables novel ways of utilising

    appearance as a form of interaction because the physical

    constraints are not necessarily replicated from the real

    world. For instance, avatar size and shape can be

    dynamically altered in order to convey particular

    messages. The Tuppi3D experiment included only static

    representations of avatars that conveyed the identities of

    the players. However, the participants felt that they would

    have liked more freedom in customising their visual

    images. A dynamic way to change ones appearance was

    considered as effective channel for communicating.

    Chronemics involves the use and perception of time

    [5]. Masterson [15] describes the example of being

    punctual versus being late as one illustration of this group.

    However, there are several other possibilities in using time

    as a communication tool. For example, pauses can be used

    to increase anticipation and to make others pay closer

    attention to ones actions. The interaction analysis of

    Tuppi3D [14] suggested that the chronemical forms

    emerge when there is flexible set of various interaction

    forms available for the participants.

    Facial expressions may be broken down into the sub-

    codes of eyebrow position, eye and mouth shape and

    nostril size. These, in various combinations, determine the

    expression of the face, and it is possible to write a

    'grammar' of their combinations and meanings [7].

    Furthermore, Argyle [2] classifies blushing and

    perspiration as facial expression.

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    Although face is the most significant channel of non-

    verbal communication in physical world, the virtual

    environments tend to diminish the role of face due to

    graphics resolution limitations. However, in close

    encounters and discussion-oriented situations the facial

    expressions are fully perceivable even in games and

    CVEs.

    Environmental details define the appearance of

    surroundings providing contextual cues [15]. These

    include artifacts that can be used and manipulated within

    the environment [5]. Argyle [2] states that moving objects

    and furniture, leaving markers, and architectural design

    can be used to communicate through space and place. The

    mutual affect involves the effect environment has on the

    user and vice versa. For example, physical boundaries

    (e.g., walls), lighting (e.g., shadows), and the matter

    filling the virtual space (e.g., water) can change the

    performance of the participants. The dynamics of the

    setting vary according to the implementation. However,

    usually at least a restricted destruction and modification of

    the environment is allowed.

    Kinesics includes all bodily movement commonly

    referred to as body language [5]. Head movements are

    involved mainly in interaction management, particularly

    in turn taking in speech, and can consist of one or several

    sequential (rapid) nods at various speeds [7]. Posture

    defines the way of sitting, standing and lying [2]. Gestures

    involve the hand and arm as the main transmitters, but

    gestures of the feet and head are also important. They are

    usually closely co-ordinated with speech and supplement

    verbal communication.

    Computer games support kinesics relatively well. There

    are numerous examples of crawling, walking, running,

    jumping and waving animations that portray the action of

    the player.

    Language-based Communication is the major channel

    for interpersonal information sharing in most of the

    current CVEs. The use of language, or symbols, can be

    modelled and conveyed textually, aurally, and in the form

    of images. Text chat and voice-over-IP speech support are

    examples of the channels that support this group of

    interaction forms. Although language itself is not within

    the focus of this work, the level of language abstraction

    and automation is highly relevant. Speech audio with

    spatial auralisations represents the level of highest

    'manual' control. Instead, pre-programmed phrases and

    textual parser support represent a somewhat abstracted

    and automated utilisation of language.

    Non-verbal audio includes the use of voice in

    communication, which is often referred to as

    paralanguage [5]. The non-verbal aspects of speech

    contain prosodic and paradigmatic codes [7]. The former

    is linked to speech (e.g., timing, pitch, and loudness) and

    the latter are independent of the speech (e.g., personal

    voice quality and accent, emotion, disturbances). Non-

    verbal vocalisations [2] are an essential part of

    communication as they can significantly change the

    meaning of the message. In addition to these, CVE

    systems can contain various sound effects and background

    music that can be used as manifestations of interaction.

    Furthermore, successful, i.e., purposeful, silence is a

    strong form of interaction that often causes problems in

    networked settings because of lag (e.g., communication

    partner does not mean to be silent but the network lag

    makes this happen).

    Occulesicsare movements of the eyes, e.g., gaze [15].

    Eye movement and eye contactdepict the focus, direction

    and duration of the gaze in relation to other participants

    [7]. Allbeck and Badler [1] use the term visual orientation

    to differentiate occulesics from spatial behaviour. Argyle

    [2] describes two groups of variables associated with the

    gaze: amount of gaze (e.g., how long people have eye-

    contact) and quality of gaze (e.g., pupil dilation, blink

    rate, opening of eyes, etc.). In CVEs, the effective use of

    this category requires modelling of eye movements and

    detailed enough visuals.

    Olfactics refer to the non-verbal communicative effect

    of one's scents and odours [15]. Perhaps the most common

    example of this category is the use of perfumes. This

    group is not widely supported in CVEs, because of the

    user-interface limitations. However, there are examples,

    especially in games, of the successful application of

    simulated olfactics as an interaction form.

    Physical Contactreflects the use of touch in

    communication situations [5]. This category consists of

    actions such as handshakes and patting [1]. Furthermore,

    bodily contact stimulates several receptors that are

    responsive to touch, pressure, warmth or cold, and pain

    [2]. In the context of CVEs, this group consists of virtual

    interaction between the avatars of the participants.

    Spatial behaviour consists of proximity, orientation,

    territorial behaviour and movement in a physical setting

    [2]. Burgoon and Ruffner [5] use the term proxemics to

    include actions relating to the use of personal space.

    Proximity consists of the various actions corresponding to

    the use of personal space, i.e., how closely we approach

    someone can give a particular message about our

    relationship. Different distances usually convey different

    meanings. Orientation defines the direction to which a

    person has turned to. This code conveys information about

    our point of interest, or, focus [7].

    5. Evaluation of the model

    The usefulness of the interaction form model has been

    evaluated in two ways. First, the model has been used as a

    framework for analysing the existing CVEs. Second, the

    model has been used as a design guideline in constructing

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    new CVE experiments. The evaluation has been

    conducted in an iterative manner. The results of previous

    evaluation have been used to refine the model, which, in

    turn, have then been used as a framework for further

    analyses.

    The preliminary version of the model was used as a

    framework in the analysis interaction forms perceivable in

    multi-player game sessions [11]. The results of the study

    indicate the successful application of the model as a tool

    for structuring the data into coherent and descriptive

    categories. Furthermore, the model was helpful in pointing

    out several areas of interaction forms that were not

    adequately supported by the systems.

    The model was analysed and compared against the

    social theoretical framework [10]. The different

    approaches to interaction (i.e., the interaction form

    approach and the higher-level social action view)

    adequately supported each other. The model of interaction

    forms was successfully mapped as a set of executing

    instances for the higher-level social activities.

    The next phase in the evaluation was the design and

    development of the Tuppi3D experiment. The interaction

    form model was used as a design guideline in constructing

    a CVE that would support rich interaction. A qualitative

    video analysis was then conducted by using the NVC

    model as the framework. The results indicated that the

    purely communicational NVC model does not represent a

    complete set of interaction forms [14]. Based on this, the

    interaction form model and NVC model were combined in

    order to obtain a holistic view towards the concept of

    interaction.

    The earlier interaction form analysis of multi-player

    games was re-evaluated using the final version of the

    model. The results indicated that the findings support the

    new model relatively well. There were no interaction

    forms that did not fit into the framework. On the contrary,

    the model illustrated several concepts that were not

    evident in the current data [13].

    The final evaluation of the model was conducted from

    a process point-of-view in a research project which

    focused on a value-added service production for mobile

    platforms. The importance of non-verbal communication

    in multi-player game environments was successfully

    brought forward and demonstrated in theory (i.e., the

    concept model) and in practice (i.e., the experiment).

    Furthermore, the rich interaction model and the

    corresponding design philosophy led to a solution that

    was, in many ways, superior to the solution designed and

    developed purely with the technological focus.

    The holistic approach to a complex phenomenon, such

    as interaction forms, makes the modelling difficult

    because the models may grow to be too large. There are

    hundreds of specific interaction forms that can be applied

    to the CVE context. Successful illustration of all these

    concepts may prove to be a relatively difficult task. Still,

    categorisation of the concepts enables the coherent

    breakdown of the model into a set of sub-models that can

    be considered individually.

    The nature of multi-player games maintains the level of

    abstraction relatively high, so, for example, the detailed

    direct manipulation and complex artefact sharing that are

    common in numerous groupware applications may not be

    fully supported. Nevertheless, this type of interaction can

    be illustrated with a set of corresponding interaction

    forms.

    Although the model is useful in analysing and

    understanding the concept of interaction forms, it is

    difficult to design and implement CVEs based on the

    model alone. The implementation generally requires

    abstraction, which, in turn, forces the designers to

    consider higher levels of interaction. This may lead to a

    traditional top-down design approach, in which the

    available interaction forms are suffocated by the higher-

    level activities [12].

    The usefulness of the model is in providing a

    conceptual framework that can be applied as a basis for

    the analysis, evaluation and design of CVE applications.

    The model can aid the designers to support meaningful

    and useful interaction by providing a holistic view to the

    applicable interaction forms. Furthermore, the conceptual

    understanding of the phenomenon helps the researchers

    and practitioners to tackle the issues of interaction design

    collaboratively because it provides a common language

    and terms for the various interaction form categories.

    Due to the somewhat mechanistic approach, the model

    serves well as a basis for lower level interaction support.

    The focus being on forms, and not on functions, makes it

    possible to design a number of interaction forms that

    support numerous functions. The aim is not to dictate how

    the participants should exploit the available forms of

    interaction. Instead, the goals and incentives of the users

    can be well supported by the lower level manifestations of

    interaction described by the model.

    The model is beneficial for CVE designers, as it

    illustrates the available interaction forms. Thus, it is

    possible to reduce the limitations and restrictions of

    computer mediation by supporting more flexible and

    natural interaction. Although the naturalness and

    intuitiveness of face-to-face communication is hard to

    achieve, the rich interaction model can direct designers to

    additional and novel ways that could enhance the weak

    areas of interaction.

    6. Concluding remarks

    The concept model of rich interaction forms illustrates

    the various forms of communication, co-ordination and

    collaboration in CVEs. A creative combination of

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    interaction forms makes it possible to enhance the overall

    interaction and further increases the communicative,

    collaborative and constructive uses of the virtual

    environments.

    Although the mechanistic approach to interaction

    modelling may be criticised, the interaction form oriented

    analysis and design could be a solution that would support

    the construction of more communicative and collaborative

    systems. The top-down approaches to system design have,

    to date, been unable to solve problems of computer-

    mediated group activities. However, the proposed bottom-

    up approach could be used as a design guideline that

    would help the implementation of flexible-enough

    interactions.

    The interaction form model is significant for CVE

    designers, as it illustrates the possible representations of,

    for example, non-verbal communication in networked

    settings. Thus, it is possible to reduce the limitations and

    restrictions of computer mediation by enabling more

    flexible and natural interaction. When designers know the

    possible means of interaction, they can direct their effort

    to the ones that best suit the application domain.

    Furthermore, the basic set of interaction forms, being

    given by the interaction model, enables the designers to

    apply other design approaches, such as artistic selectivity,

    to enrich the interaction.

    7. References

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