=Paper= {{Paper |id=Vol-1119/paper1 |storemode=property |title=User Experience and Social Attribution for an Embodied Spoken Dialog System |pdfUrl=https://ceur-ws.org/Vol-1119/paper1.pdf |volume=Vol-1119 }} ==User Experience and Social Attribution for an Embodied Spoken Dialog System== https://ceur-ws.org/Vol-1119/paper1.pdf
    User Experience and Social Attribution for
       an Embodied Spoken Dialog System

                     Benjamin Weiss and Simon Willkomm

                  Quality and Usability Lab, TU Berlin, Germany
                           Benjamin.Weiss@tu-berlin,
                       home page: http://qu.tu-berlin.de



      Abstract. A public information system with an Embodied Conversa-
      tional Agent is evaluated in a laboratory setting concerning Social Actor-
      ship, Social Acceptance, perceived Control, Pragmatic Quality and He-
      donic Qualities. Results show a positive experience for Pragmatic Quality
      and Control, but negative ratings for Social Acceptance. Di↵erentiating
      these various aspects of User Experience has proven to be fruitful for
      this summative evaluation, especially considering the potential public
      situation of interaction.

      Keywords: Embodied Conversational Agents, Social Actorship, Spoken
      Dialog System, User Experience


1   Introduction
Spoken dialog systems (SDS) can provide a natural and intuitive way of inter-
acting due to an interface operated by voice. Embodied conversational agents
(ECAs) also use spoken language to interact, but in addition exhibit at least
an anthropomorphic interface, for example by visually modeling a human face.
From a user point of view, embodiment can result in increased expectations on
the capabilities of the ECA, assuming for example social skills and intelligence,
which should be reflected in sophisticated (human-like) communication behavior.
If such expectations are not met, user experience will be negative.
    But the embodiment might also result directly in positive user experience
(UX): The multimodal stimulation itself (typically audio-visual for non-robot
embodiments) can be positive. It also might increase user attention and thus
facilitate interaction with such a system. Additionally, embodiment enables de-
signers to present an attractive interface for more than the acoustic modality.
Concerning expectations, assumed social and cognitive capabilities attributed to
an ECA will be beneficial when such expectations are not disappointed.
    The main objective of this paper is to evaluate UX, social abilities in partic-
ular, of an embodied visitor guide.
    This virtual visitor guide is a speech operated system with an audio-visual
synthesis in the form of a lip-synchronous talking head. Its purpose is to inform
visitors in a welcome and demonstration hall about research and development
projects. Typical visitors received in this hall are student groups, prospective




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students, colleagues from industry on a company outing, professors and managers
on a collaboration visit and at last, Berlin citizens and tourists on the annual
“long night of science”.
    By enabling spoken conversation and showing literally a human like face, the
virtual guide is supposed to motivate and support interaction and interest and
provide an interacting mode which . . .
 – . . . is complementary to visual information on posters,
 – activates the visitor (as s/he has to talk to the guide instead of just read the
   posters available),
 – and sends visitors to demonstrators and thus actives visitors to explore.


2   Attribution of social abilities
Researchers from various disciplines have used di↵erent approaches on their own
definition of UX [1]. Consequently, the aim of defining a standardized definition
of UX resulted in “a person’s perceptions and responses that result from the use
or anticipated use of a product, system or service” [2], which incorporates every
aspect of perception and response concerning the usage of an interface.
    The focus of User Experience is on any experience of users during interaction
with a system. It is not limited to conscious (retrospective) reflections on the
usability or usefulness of a given service operated with an interface, but con-
centrates on sub-conscious a↵ective reactions of the interaction, which can, of
course, be asked for in retrospection. This paradigm shift on the last decades
aims at understanding the user better, especially event-driven a↵ection (“Wow
E↵ect”, frustration) and sometimes confusing decisions concerning, e.g., user ac-
ceptance of certain devices based mainly on the big impact of aesthetics or Social
Norm [3].
    Although dimensions of UX are not fully understood [4], the separation of
overall attractiveness (how positive or negative a user rates a device or interface)
into one pragmatic (how usable or useful) and two hedonic qualities [5] seem to be
quite established. These two hedonic dimensions are Identification – how much
can a user identify with a device/interface – and Stimulation – how interesting,
exciting is using this device/interface. A questionnaire assessing these dimensions
is also already provided.
    Still, other dimensions or more concrete aspects of UX are of interest, espe-
cially when dealing with embodied spoken interaction and with interaction in
public spaces. Social aspects come into play for such interfaces and usage situa-
tions, e.g., the attribution of social actorship and the experience of interacting
in a social context.
    Whereas the former issue deals with assumed, expected or attributed com-
petences towards the system (e.g., intelligence, intentionality, awareness), the
latter issue deals with the user feelings concerning privacy, control, or social ac-
ceptance. This view is actually a little di↵erent from the definition developed
within the EIT RIHA 12124 “Computers as Social Actors” (2012) that subsumes
both aspects mentioned under the term “Social Actorship”:




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    Social Actorship is the ability of the system to act in a social context,
    with an implicit or explicit goal. From the user perspective, Actorship
    is a characteristic of the system that makes the user perceiving it as a
    human actor to which s/he can direct their attention and have attention
    in return (This can be explained by the Mirror Concept: the system that
    sense something and acts in response). Although, some systems could be
    seen as just a mediating actor, like mobile phone and ICT in general,
    that fosters social interaction among people. In this case social Actorship
    is seen as the ability to influence and support the social life of people.

This definition also takes attribution of social abilities to a system/device/interface
and the impact of such a system/device/interface on a user’s social situation as
two important aspects of UX. Therefore, a questionnaire was used to assess these
aspects of UX, based on instruments and definitions available:

Attractiveness (ATT): The overall attractiveness of the system or interface
   after interaction. The di↵erence to overall quality is the subjective aspect
   of attractiveness being not limited to pragmatic and general considerations,
   but including also hedonic subjectively experience aspects. (2 items [5])
Pragmatic Quality (PQ): The usability and usefulness of the system or in-
   terface. (4 items [5])
Hedonic Quality–Identity (HQI): The degree this system or interface fits
   to a user. This aspect is related to Social Acceptance. (2 items [5])
Hedonic Quality–Stimulation (HQS): The degree the interacting is posi-
   tively stimulating. (2 items [5])
Social Acceptance (SA): User’s social acceptance (according to [6]) subsumes
   how a user feels when interacting with a system regarding to the social situ-
   ation, e.g. how uncomfortable or embarrassed in the light of potential other
   people or ones own norm. (5 items [7])
Social Actorship (SH): The degree the system exhibits social capabilities. (5
   items [7])
Perceived Control (PC): The degree a user feels in control of the system and
   knows how to interact with it. (5 items [8])

The questionnaire provided by [8] is actually based on a model of technology
acceptance described in [9].


3   Embodied conversational system

This ECA is embodied as a bald male person, based on the Thinking Head
system [10]. The German text-to-speech system “OpenMary” [11] was chosen for
the acoustic speech output and Sphinx as automatic speech recognition system
[12]. The dialog was defined in VoiceXML running with Optimtalk [13]. The
system itself is modular and uses events to let the modules communicate with
each other.




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                   Fig. 1. Graphical representation of VirtualK.



    The chosen visual appearance is a bald male talking head, determined in an
informal pre-test with six participants in [14]. This embodiment also exhibits no
photographic texture and represents the consensus, as it was considered most
pleasant and least irritating (cf. Figure 1).
    The ECA gives visual conversational feedback, i.e. a nod signals the process-
ing of a user utterance and if the user is not recognized for 20 video frames, the
ECA will close its eyes and stop/pause the conversation.
    A webcam is used to detect a user within the interaction sphere of the system,
and the ECA will open its eyes and initiate the dialog with general information,
and by asking the user about the interest in one of four research fields (video,
audio, smartphone apps, or mobile interfaces); however, only one out of two
for the experiment conducted. The system provides project-related information
either by project name or by suggesting a project based on the preferred topic
(audio: music, communication; video: quality, mobile TV; apps: phone control
and leisure time; mobile interfaces: security, cross-service). It is able to provide
more project related information than the demonstrators and posters.
    If a face is not recognized for 20 video frames, the ECA will again close his
eyes.
    For each project, there are two levels of information (and if available, using a
demonstrator is o↵ered): General description and additional information. After
each block of information presented, the system asks whether it should proceed
or not (see Figure 2 for a simplified scheme of the dialog).
    There are actually two versions tested, a typical one and a system with
user-centered adaption concerning user recognition after a break, remembering
interest for project suggestions, confirmation strategy dependent on no matches




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                      Fig. 2. The simplified dialog structure.


and confirmed false recognitions, and level of detail presented automatically.
However, as there are no significant di↵erences in the questionnaire data between
both version, there will be no further description presented here.


4   Procedure

The aim of this evaluation is to assess User Experience and social capabilities
attributed to the ECA in general and whether adaptive system components
increase UX.
    A laboratory experiment was chosen for this first evaluation regarding social
aspects. The face recognition was set to a maximum by deleting previous users
at the start of each experimental trial. For continuous duty, we lack information
of the number of visitors a day, but it is expected to “forget” users after about
four hours in order to successfully discriminate users. Also, the four research
field were split into two categories, each comprising about half of the projects
and demonstrators available to avoid boredom when trying out the system re-
peatedly.
    A total of 30 test subjects took part in the experiment, gender balanced (14
female, 16 male), aged between 20 and 43 (average 26.4). All were paid for their
contribution.
    The initial experimental design was also planned for a comparison of the
adaptive and non-adaptive version. Therefore, each user interacted two times
with the system, each time with providing two of the fours research fields. The
order of both research fields and order of adaptivity was balanced.
    All users successively interacted with both versions of the SDS. They were
asked to inform themselves about three to four projects and try out at least one




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demonstrator. Each individual experimental session took about one hour with
roughly 15–20 min. for each interaction.
    After each trial the test subjects answered a questionnaire comprising as-
pects of User Experience on 5-point scales (antonyms for the AttrakDi↵ [5] and
a Likert scale for [7]) to subjectively test for a benefit of the adaptions. The
AttrakDi↵ was also filled out in the beginning after a brief video to assess a user
expectations. Also, the perceived ASR quality was assessed on one Likert scale
after each interaction.


5    Results and Discussion

There are no di↵erences between the adaptive and non-adaptive version on any
of the questionnaire scales assessed, as well as for research field or position of
adaptivity (↵ = .05, repeated measures Anova). Therefore, the system is an-
alyzed as one, averaging the rating for the adaptive and non-adaptive version
for each user.Consequently, the analysis is concerned whether the ratings on the
di↵erent scales is positive or negative in comparison to the center of the 5-point
scale (see Table 1). The significant results are similar to those with the non
averaged ratings (doubled number), anyway.


       Table 1. Results for the t-tests on divergence from an average rating.


                           Subscale t(df=29)    p-level
                           ATT           0.05   p = .959
                           PQ            2.70   p < .05*
                           HQI           0.79   p = .437
                           HQS          -1.77   p < .861
                           SH           -1.08   p = .290
                           SA           -2.42   p < .05*
                           PC            4.38   p < .001***




    For three of the seven scales, there is a significant positive or negative deriva-
tion from the center of 3. See Figure 3 for the distribution of ratings (median
and quartile). Positively rated are Pragmatic Quality and Perceived Control,
whereas Social Acceptance is more negative than the center of the scale. PQ and
PC are of course significantly di↵erent from SA.
    The former two scales represent related constructs, at least based on their
descriptions. A strong correlation, actually the highest except for ATT and
HQI, strengthens this impression (PQ–PC, ATT–HQI: Pearson’s r = .79, p <
.001***).
    The other constructs which are assumed to be related, are HQI and SA.
But these two do not show similar results and neither the strongest correlation




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(r = .63, p < .001***), as both, HQI and SA correlate stronger with ATT
(r = .79, p < .001*** and r = .74, p < .001***), and SA also with SH (r = .66,
p < .001***).
    In summary, the results can be interpret that interacting with this embodied
system was quite positive from a usability point of view (PQ, PC), but also quite
unpleasant regarding the social situation (SA). The latter scale, however, has to
be considered as more important in the frame of this evaluation, as the usage
situation is public and the embodiment was explicitly chosen to improve the User
Experience. Of course, there is no comparison with a non-embodied version of
this SDS, but as a conclusion, this system should be either improved concerning
the negative aspects, or even replaced by a di↵erent interaction paradigm, e.g.
a non-embodied touch-screen.
                       5
                       4
             Ratings

                       3
                       2
                       1




                           ATT   PQ    HQI       HQS      SH   SA   PC

                                             Dimensions


Fig. 3. Questionnaire results for all seven scales. Stars indicate significant divergence
from the center (dotted line).




   There is only one scale di↵ering for gender: Perceived Control is higher for
male users (F (1, 27) = 4.33; p < .0.05). The related PQ is not significantly
di↵erent for gender (F (1, 27) = 1.98; p = .17). As there is no female face tested as
well, it cannot be concluded if this result originates from the gender of the ECA or
from other sources, e.g., technical affinity. Still, it would be interesting if female
users find it especially easy to interact with a male face in this technological
domain.




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6    Conclusion
The ECA used in a spoken dialog information system was evaluated in a lab-
oratory setting concerning various aspects of User Experience. Results indicate
a negative experience concerning Social Acceptance, but a positive experience
regarding Pragmatic Quality and Perceived Control. A relationship was found
for the last two scales, which are also related in description. The various scales
have proven to be useful for summative evaluation of this Embodied Conversa-
tional Agent in order to obtain a detailed feedback from users. The two scales
with significant negative results have to be taken are more severe than the two
positive ones when considering the public interaction situation.


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