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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Dimensions for Holographic Intelligent Agents: A Comparative Analysis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Xinyu Huang</string-name>
          <email>xinyu.huang@open.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fridolin Wild</string-name>
          <email>f.wild@open.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Denise Whitelock</string-name>
          <email>denise.whitelock@open.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>The Open University</institution>
          ,
          <addr-line>Milton Keynes, MK7 6AA</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Humanoid intelligent agents, or 'Holographic AIs', as we prefer, are trending, promising improved delivery of personalized services on smart glasses and in Augmented Reality. Lacking clarity of the concept and missing recommendations for their features, however, pose a challenge to developers of these novel, embodied agents. In this paper, we therefore conduct a comparative analysis of nine intelligent agents who can interact with both physical and virtual surroundings. We identify, select, and investigate four distinct types of nonplayer game characters, chatbot agents, simulation agents, and intelligent tutors in order to, subsequently, develop a framework of features and affordances for holographic AIs along the axes of appearance, behavior, intelligence, and responsiveness. Through our analysis, we derive preliminary recommendations for developers of Holographic AIs: the use case determines appearance; dialogue management is key; awareness and adaptation are equally important for successful personalization; and environmental responsiveness to events both in the virtual and digital ream is needed for a seamless experience.</p>
      </abstract>
      <kwd-group>
        <kwd>Artificial Intelligence</kwd>
        <kwd>Human-Computer Interaction</kwd>
        <kwd>Virtual Humans</kwd>
        <kwd>Intelligent User Interface</kwd>
        <kwd>Holographic AIs</kwd>
        <kwd>Augmented Reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        It may be a controversy that the new predominant skeuomorphism (‘container-shape’)
of future Operating Systems for Spatial Computing will be dressed up as intelligent
assistants - like Siri, Alexa, or Cortana, just in 3D. There is a compelling argument
though that the intermediary between user and the system functionality could mimic
social interaction with a human assistant, delivering emotionally charged, reactive
conversation that users may prefer over interaction through other user interface (UI)
metaphors [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Face-to-face interaction with anthropomorphic conversational agents has a long
history in Human-Computer Interaction, but, alas, not necessarily a positive one. Critics
find that anthropomorphic agents “hinder rather than enhance productivity” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Multimodality, including verbal/non-verbal interaction, facial expression, and eye
contact (see [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]), social awareness, autonomy, and responsiveness all play their special
role thereby in replacing mechanized input-output. Artificial intelligences (AIs) today
are often able to pick up on subliminal cues of their human interaction partners,
enabling them to engage in conversation on a level where at times they may even
outperform human ability [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Gratch et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] consequently postulate for the creation
of interactive human-like UIs that we need to pay attention to “body animation, facial
animations, perception, cognitive modelling, emotions and personality, natural
language processing, speech recognition and synthesis, non-verbal communication,
distributed simulation, [gamification]”.
      </p>
      <p>
        Augmented Reality (AR) can be delivered using holographic displays [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] such as
Microsoft’s HoloLens or Magic Leap. Spatial mapping builds up a representation of
physical surfaces, so that apps can adapt to room shape/size, and voice, gesture, and
gaze interaction allow to observe and accurately control digital information projected
onto a user’s view of the real world. Campbell et al. define agents embodied in AR as
AuRAs [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] based on the concept of MiRA, “an agent embodied in a Mixed Reality
environment” [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. They, however, do not systematically analyze the difference in
features of agents in AR. We propose to introduce the new term ‘holographic AI’
instead, as the terms of artificial / embodied / intelligent / conversational / virtual /
mixed reality agents are ambiguous for AR and their definitions do not acknowledge
the importance of environmental responsiveness as its key feature. To us, a
‘Holographic Artificial Intelligence’ is an anthropomorphic user interface, projected
into the real world, which interacts with and responds to both its physical and virtual
surroundings. To the user, a Holographic AI is always embedded in the physical
environment [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], mediating between system functionality and the user, and interacting
with the world, providing a pleasing and personalized wrapper for service automation.
      </p>
      <p>Within this paper, we seek to contribute to a more unified view of what successful
holographic AIs are, to help overcome teething problems for this novel technology that
led many contemporary implementations to appear rather unconvincing (including
some of our own work in progress). This paper therefore uses the comparative analysis
of a selection of holographic AIs for the exploration of the parameters in a reference
framework suitable for guiding development of pedagogical holographic AIs.</p>
      <p>We do not speculate whether education and training really have a justified demand
for holographic AIs. We merely acknowledge that these are an emerging technology.
Under this assumption we are mainly interested in how successful holographic AIs
implementations work in the context of their concrete application. We explore the
design space, identify drivers to their success from the cases we selected and their
comparative analysis, and express recommendations for their development.</p>
      <p>The rest of this paper is organized as follows. Section 2 describes the methodology
applied to select and analyze relevant cases of holographic AIs. In Section 3, we
introduce a new typology based on comparisons among the different applications.
Section 4 summarizes the findings regarding features. Section 5 adds discussion and
recommendations, and with Section 6 we conclude to also outline our future plans.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <p>
        Generally speaking, case studies are particularly well suited for exploring phenomena
in the context of their application [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Studies using only a single case design, however,
are not very useful for generalizing recommendations [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], such as recommendations
about what seem to be major drivers of success or failure, systematically linking
conditions and outcomes. For this, Comparative Analysis offers a suitable methodology
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], which we are applying in this paper. In Comparative Analysis, we compare cases
by inspecting their commonalities and differences, which allows us to draw conclusions
on what holds across contexts.
      </p>
      <p>For this, we first identify key questions, then initial parameters. Next, we find
relevant cases, from which we select the ones to study in-depth, focusing on
heterogeneity and avoiding those too similar. Subsequently, we describe key features
in the context of their application. Our further analysis allows us then to extract key
commonalities and key differences, which we integrate into a framework.</p>
      <p>Our guiding research question is: What design features drive the success of
holographic AIs and what can consequently be recommended for their development.</p>
      <p>To answer it, we collected products that explicitly describe conversational virtual
assistants in AR from recent years. To set focus also on recent work and work in
progress, we obtained relevant cases by searching pertinent news, blogs, and
conducting open searches in YouTube and Google, using keywords such as
“holographic virtual agents”, “virtual holographic products/human”, “HoloLens virtual
human”, “holohuman”, “holographic partner”, “smart assistant in AR”, “conversation
agents in AR”, “HoloLens virtual human”, “holographic system”, “HoloLens AR
game”. Additionally, we added two cases from our own work (HoloCare, Wekit /
MirageXR). Search results identified were checked, reviewing first titles in the list,
then, if relevant, introduction, the full website, including videos, interviews, and,
ultimately, the programs. Only products that fitted to our definition of holographic AIs
were selected. In total, we identified 16 virtual agents as potential cases, removing –
after review – those which are not placed into physical space (and are only available in
a virtual world), as well as those who do not actually interact with the environment,
who only rather statically occupy display real-estate (‘talking heads’ / avatar on screen).
Finally, only nine holographic AIs in total were selected for further investigation.
Among the agents investigated, we were able to identify four distinct usage contexts:
non-player game character, chatbot agent, simulation agent, and intelligent tutor. While
the first two serve as a generic comparison to inform (with applications possible in
education or training), the latter two focus on education and training contexts.
3.1</p>
      <sec id="sec-2-1">
        <title>Game Characters</title>
        <p>
          Bowman et al. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] define a 3D user interface as “a UI that involves 3D interaction”,
in which the user’s tasks can be executed directly in a 3D environment. In AR, game
characters appear to interact directly with users in acting out storylines.
        </p>
        <p>
          AR game characters are able to provide life-size, humanoid avatars with exaggerated
animations to improve perception of the characters’ actions. Game characters are
controlled by the game AI, and typically narrate the background that users need to
advance the storyline, and it requires the users to work with the virtual character in
scripting the storylines. The graphics of game characters tend towards realism,
highresolution textures, and smooth animation. For example, Young Conker [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], an AR
game for the Microsoft Hololens, recognizes and transforms furniture, floors, and walls
into the game stage using spatial mapping so that a main character, a squirrel, runs and
jumps around the room (see Fig.1a). In Young Conker, players control the cartoon
squirrel’s motion with voice commands and gestures (air-tap). Although the digital
animal can blink its eyes and possesses lip-sync, it cannot actually engage players in
dialogue. Similarly, in Fragments [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] (see Fig. 1b), multiple agents navigate the story,
react to players’ decisions. The game characters can stand, sit on a real-world sofa or
chair, lean on the physical walls of the user’s room, gaze at players, and precisely locate
their positions through the spatial mapping.
3.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Simulation agents</title>
        <p>
          Holographic AIs that simulate real events are useful, for example, in healthcare
training. Pearson Immersive (now GIGXR) created the HoloPatient app (Fig. 1c) that
uses volumetric videos to present standardized clinical patients to the learner. The
program enables multiple students to conduct teamwork [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Although the users focus
on patients’ physical and psychological states, they cannot talk with the virtual patients,
and extra panels are used for interaction. Therefore, it is hard for a user to empathize
with unresponsive, unemotional patients. At the same time the realism is compelling
and more authentic, compared to the other animated approaches.
        </p>
        <p>
          GhostPacer [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] is a mixed reality fitness training product able to project a
holographic training partner via smart glasses into the real world in order to jog with
the user (see Fig.1d). The appearance of the partner is a basic human shape: it lacks
facial animations; but it can track routes, match the speed of the user, and provide
evaluation data so as to encourage the user.
        </p>
        <p>Simulation agents rely on the user choices to produce difference situations or results.
Holographic AIs play role of navigation, it not only simulates specific events, but also
to a series of possibilities that will perform based on the user choices. Therefore, users
can mix with real events based on such virtual experience.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Chatbot</title>
        <p>
          Chatbot agents are conversational agents that are able to answer frequently asked
questions, providing information in natural language [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          With its AR hologram, Gatebox has created a holographic AI character named
Azuma Hikari [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. She is a blue-haired anime girl that is projected into a transparent
tube, akin to a hologram pyramid (see Fig.1f). This holographic AI character employs
various animations to perform corresponding scenarios, for example, like snapping her
fingers when lights need to be turned on/off. The character communicates with the user,
recognizes room temperature and the user’s face using motion sensors and cameras.
Similar is Holographic Cortana (based on the character in the Halo video game series,
see Fig.1e) [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], displayed on a holographic pyramid. Cortana uses natural language
processing and information panels (e.g., weather forecast).
        </p>
        <p>
          In 2019, Microsoft created a hologram that can project a person into a life-sized,
speaking, Japanese virtual avatar [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. In an effort to imbue realism in its hologram,
Microsoft utilized high-resolution cameras and lighting. AI, text-to-speech synthesis,
and natural language translation are used for capturing and recording a user voice in
HoloLens to generate a personalized voice signature in real-time (see Fig.1g).
        </p>
        <p>These novel UI chatbot agents are an improvement on monotonous interactive
processes. Advanced sensor tracking enables the chatbots to be more responsive to the
user and their environment.
3.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Intelligent tutors</title>
        <p>
          Intelligent virtual tutors are not limited to the educational field. They can be used for
sports training, or training staff in handling risky procedures. For example, HoloCare
(see Fig.1h) is a HoloLens application aimed at patients recovering from cancer
surgery, aimed at improving quality of life and outcomes following treatment. In this
case, an agent gathers health information to generate an exercise plan and guide the
users through the selected exercises using life-sized 3D animations. Dialogue
management and speech output are the main methods to quiz the user. MirageXR
(formerly Wekit) produces so-called ‘ghost tracks’ of experts, that are animated
subsequently to trainees as agents, relying on built-in sensors in the smart glasses for
capture and anchored replay (see Fig.1i). Internet of Things (IoT) technology is used to
reconstruct these experts in AR [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. The floating agents can recognize physical objects
and machines, and provide instruction for performing procedures. This helps trainees
to compare performance and discover shortcomings by reviewing outcomes.
        </p>
        <p>The appearance of these intelligent tutors is not wholly realistic or human, and they
are effective in terms of helping the user improve their professional skills, stimulating
stamina, or in cultivating companionship between learners and virtual agents. In both
cases, emphasis is on the capture of what the expert does, as only with such
representation (in the dialogue model or in the recorded ghost tracks) there is
knowledge relevant to the learner.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Features for the design of holographic AIs</title>
      <p>When comparing these four distinct types, we found that there are obvious differences
between them, e.g., regarding the size of the agents (see Table 2). We propose to group
them along their major hallmarks into appearance (A), behavior (B), intelligence (I),
and responsiveness (R).</p>
      <p>
        Appearance is an important attribute in social models that determines how
motivating the virtual character can be [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The agents in the aforementioned examples
have humanlike appearance and characteristics, which can be life-sized or pet-sized.
They are, however, imbued with different levels of personification. In view of this,
there are two factors of appearance: size mapping and realism. Appearances of
holographic AIs are mostly humanoid to some extent, maybe with the small exception
of the ghosts in Wekit/MirageXR.
      </p>
      <p>
        Behavior is composed of animation and expressiveness. It is not merely animations,
but subtle expressions that deliver more potential or explicit information within
different storylines and conversations. For instance, game characters focus more on
body movements, and the expressing of emotions in games is a functional capability
which is context-based [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Chatbot agents emphasize facial expressions that offer
realistic face-to-face communication (e.g., friendly and smiling faces). Besides, the
animations of simulation agents are connected to the user’s choices as well as events
and content of the dialogue, while the behavioral structure of intelligent tutors is a
scaffolding, which focuses on key points designed to engage learners and produce
affective feedback (using nodding, gaze, gestures, and facial animations).
      </p>
      <p>
        Intelligence is focused primarily on how agents interact with users, and how smart
and flexible they are. It refers to the ability to perceive the human user and react in an
appropriate manner by adapting to users’ demands and executing tasks intended. The
components of intelligence in this dimension include awareness, comprehension, and
adaptation. Awareness relates to a virtual agent’s capability to identify and analyze real
objects, contexts, and users’ faces. Understanding looks at the capabilities regarding
processing of conversation. Adaptivity is about the degree to which the agent reacts to
user behavior. Adaptation of game characters depends on the story arc, the ability to
perceive the state of the game that is related to characters and users’ actions, or the
capacity of agents to react to relevant goals [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Adaptation in the context of simulation
relies on the user’s options and actions, and different behaviors cause different results,
which stimulate users into reacting and acting in better ways. In terms of intelligent
bots, natural language processing and dialogue management recognize users’ emotions,
intonation, and conversational content producing correspondent behavior. Chatbot
agents also apply recommendation systems as a tool to execute efficient communication
based on user preference [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Besides, digital tutors apply natural language processing
but also use it for formative assessment. Further, innovations in IoT and computer
vision technology for intelligent tutors have resulted in improved user engagement.
This enabled the development of applications employing agents in situ in workplaces
requiring special industrial training.
      </p>
      <p>
        Responsiveness refers to the capacity to react quickly and intuitively to the virtual
and real spatial surrounding of the user and properties as well as events perceived in it,
maintaining a certain level of corporeal presence for the holographic agent [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The
agents’ awareness (see above: intelligence) thereby determines whether and how
holographic AIs can respond to user behavior and/or physical particularities.
      </p>
      <p>Table 1 captures and compares the different features of the reference framework of
these four categories of holographic AIs.</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion and premilitary recommendation</title>
      <p>Appearance and behavior represent exterior traits, which together account for the
impression of the virtual agent. Intelligence and responsiveness are internal cores of a
holographic AIs, responsible for tasks scheduling and execution, and adoption of
corresponding appropriate behavior. The obvious difference between these across the
types of holographic AIs can be summarized as follows.</p>
      <p>
        Game characters are typically based on pre-structured storylines to perform various
body animations, and the way of conversation is more similar to voice commands
(yes/no, short answers). Simulation agents rely on mimetic events in the model of the
simulation, reaction of holographic AIs and contexts guide users to make better choices.
Talespin’s Barry Thompson [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], for instance, simulates an environment where trainees
learn how to fire Barry by observing his behaviors and picking suitable utterances to
speak with him. Chatbot agents collect data of preferences to provide individual
recommendations by natural language processing. Multimodal interactivity also
considers how to communicate with users in natural and flexible ways, which, in turn,
make users feel that holographic AIs always accompany them. Teaching of course is a
more critical goal for intelligent tutors, requiring them to recognize errors, correct it,
generate feedback and teaching plans. Educational applications do not rely on specific
teaching content to set conditions for agents’ behaviors in a specific environment but
aim at a more general response to learners’ inputs compared to simulation agents. For
instance, virtual patients need to perform precise behavior and produce according
appearance (e.g., skin discoloration) to match the needs of the simulation. The features
of intelligent tutors, however, can refer to pedagogical simulation agents. Both agents
need to emphasize adaptivity and comprehension by combining knowledge about
topics, available learning content, and students’ levels and acceptancy.
      </p>
      <p>To summarize the insights gained in this study, we make the following four
preliminary recommendations for the development of different holographic AIs:
 Recommendation 1: Use case defines appearance: Photorealistic appearance and a
rich set of animations help where improved engagement is required. If the use case is
more restrictive in modality, e.g., aimed at highlighting movement, a more
minimalistic style may benefit instead.
 Recommendation 2: Natural language processing with dialogue management is key
when implementing hands-free interaction, also supporting more engaging
conversation (open-ended, less predetermined), not just simple speech recognition.
Holographic AIs may wish to react and respond in multiple modalities, e.g., to
determine user intent, recognize user behaviors, and activate non-verbal responses.
 Recommendation 3: A personalized experience requires awareness and adaptation,
which is paramount to providing an acceptable level of intelligence: recognize the
activity of the user, adapt and react to it, generate corresponding response - this will
help to produce humanlike performance.
 Recommendation 4: Responsiveness relies on real-time mapping and analysis of the
physical surrounding, when implementing environmentally responsive behavior like
interaction with real-world objects. Multimodal interactivity in AR should not only
focus on how to interact with users, but seamlessly integrate interaction both with the
virtual and physical world.</p>
      <p>
        Educational applications should respond to different scenarios in the physical
environments needed for specific subjects. Currently, educational applications lack
personalization despite of 1:1 interaction possible in AR. Multiple events and rich and
frequent assessments are paramount in helping students review and correct their
mistakes. Virtual teachers have the option to capture students’ psychological states or
even track attention (via, e.g., eye- and gaze-tracking). Holographic AIs can play a role
as teaching assistants to deliver student-centered services. The types of holographic AIs
we identified in this paper also can motivate different learning activities and related
services. The revised Bloom’s taxonomy, for example, groups learning along six levels
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], all of which need to be leveraged to ensure full utility for our virtual teachers or
teaching assistants. For example, the cued recall possible with XR plausibly can explain
better memory retention, while step-by-step guidance in XR contributes to better
understanding and can motivate the development of problem-solving abilities. The
practical application of knowledge in situ and in practice is gateway to higher level
learning analysis and evaluation. This is supported by theory. Experiential learning no
longer focuses on mere knowledge delivery, but rather promotes practical
experimentation. The role of holographic AIs as a facilitator of collaborative learning
experiences and as a supplement of social learning has not yet been investigated but
seems to offer significant potential.
6
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and Future Work</title>
      <p>In this paper we have explored the characteristics of different holographic AIs. We have
reviewed state-of-the-art examples of four categories of autonomous and intelligent 3D
agents: (i) game characters, (ii) chatbot agents, (iii) simulation agents, and (iv)
intelligent tutors. We have considered the four aspects of appearance, behavior,
intelligence and responses in our framework, which might serve as a standard for the
design of virtual human characters and holographic AI technologies.</p>
      <p>In terms of education and training, holographic AIs need to provide personalized
service and optimized adaptivity with the help of acquired knowledge. Furthermore,
real-time feedback (updating also the teaching plan) in time is also critical to ensure
quality of learning gains.</p>
      <p>The work conducted here serves to inform the research and development of Hanna,
a holographic tutor for geometry (and other applications). It will apply natural language
processing, dialogue management, and eye tracking to implement multimodal
interactivities and user-centered services based on this framework. In the future, we
will continue to investigate holographic AI agents, and consider how their acceptance,
usability as well as user experience can be improved.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>Work on this paper was supported by the European Union’s Horizon 2020 research
and innovation program through the ARETE project (grant no 856533).</p>
    </sec>
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