2022 Fiscal Year Research-status Report
The Proteus Effect in Engineering Virtual Reality
Project/Area Number |
22K02949
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Research Institution | Future University-Hakodate |
Principal Investigator |
Vallance Michael 公立はこだて未来大学, システム情報科学部, 教授 (00423781)
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Project Period (FY) |
2022-04-01 – 2025-03-31
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Keywords | Virtual Reality |
Outline of Annual Research Achievements |
Informed by the previous work it was decided to create a VR experience with the goal of constructing a Personal Computer (PC). The design of the VR space considered interaction, immersion, user participation and photorealism. The basic components of a PC are a motherboard, RAM, SSD, CPU, GPU, fan, and a power cable. Associated 3D models were purchased from Turbosquid as they were professionally created at an affordable price. An environment in the form of an open lab was next constructed within Unity and the 3D components imported. After that, the interactive process of building the PC was programmed in a specific procedural manner. Personalized support from a NPC was provided by an avatar created in Inworld Studio. The character requires a core description, motivation, identity, personality and emotions, initial facts and knowledge, a preferred voice with varied pitch and speed, and dialogue style. Customizing these settings result in a highly personalized NPC; for instance, a blunt NPC will simply answer a question directly whereas an inquisitive NPC will additionally attempt to engage in off-topic interactions. The Unity Project was then programmed to operate in VR using the Oculus Rift HMD and its associate controllers. Finally, the Inworld AI character; named Bob - was then integrated. Bob was designed to respond to spoken questions, specifically supporting the human interlocutor in building the PC. The interactions can also be off-topic and casual as Bob engages in an uncannily realistic conversation; thereby facilitating the Proteus Effect.
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Current Status of Research Progress |
Current Status of Research Progress
2: Research has progressed on the whole more than it was originally planned.
Reason
The design, programming and development has been completed and tested. Instruments for data collection tested. Work in progress has been shared internationally, and feedback has enabled improvements. The recent public perception of AI has increased interest.
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Strategy for Future Research Activity |
Given the increased stress reported by learners during the period of online education imposed by supposed pandemic-alleviating lockdowns, measures of cognitive workload and anxiety are captured alongside task completion success and NPC interactions. Each participant will have four measures; (1) time to complete task; (2) interactions with the NPC; (3) EDA score; (4) a NASA-TLX cognitive workload score. It is expected the result will reveal that more successful students will have reduced cognitive workload and anxiety. The content of the interactions will need to be considered though; for example, the participant may enjoy interacting with the NPC and engage in general conversation as human-virtual realism occurs. It is the data from these participants that may prove interesting as an indicator of their developing procedural knowledge, and acceptance of a virtual experience enhanced with AI for offsite learning and the subsequent Proteus Effect. The Task will also be made portable on the Oculus Quest 2.
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Causes of Carryover |
Program Unity project to portable Oculus Quest 2. Set up instruments for data collection. Collect data from participants. Collate data and report findings.
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Remarks |
RUNNER UP in the BEST ACADEMIC PAPER category at the 8th International Conference of the Immersive Learning Research Network, May 30 - June 4, 2022, University of Applied Sciences BFI, Vienna, 2022.
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[Book] 計算論的思考ってなに?2022
Author(s)
中島秀之, 平田 圭二, 南部 美砂子 , マイケル・ヴァランス , 片桐 恭弘, 美馬 のゆり
Total Pages
176
Publisher
公立はこだて未来大学出版会
ISBN
978-4764955578
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