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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Analysis of Student Belief and Behavior in Learning by Explaining to a Digital Doppelganger</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ning Wang</string-name>
          <email>nwang@ict.usc.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cindy Zhuang</string-name>
          <email>czhuang@ict.usc.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ari Shapiro</string-name>
          <email>shapiro@ict.usc.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Schwartz</string-name>
          <email>davschw@usc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrew Feng</string-name>
          <email>feng@ict.usc.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stephen L. Goldberg</string-name>
          <email>stephen.l.goldberg.civ@mail.mil</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Psychology, University of Southern California</institution>
          ,
          <addr-line>Los Angeles, CA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Creative Technologies, University of Southern California</institution>
          ,
          <addr-line>Playa Vista, CA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>STTC, US Army Research Laboratory</institution>
          ,
          <addr-line>Orlando, FL</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <abstract>
        <p>Digital doppelgangers are virtual humans that highly resemble the real self but behave independently. Using a low-cost and high-speed computer graphics and character animation technology, we created digital doppelgangers of students and placed them in a learning-byexplaining task where they interacted with digital doppelgangers of themselves. We investigate the research question of how does increasing the similarity of the physical appearance between the agent and the student impact learning. This paper discusses the design and evaluation of a digital doppelganger as a virtual human listener in a learning-by-explaining paradigm. It presents an analysis of how students' perceptions of the resemblance impact their learning experience and outcomes. The analysis and results ofer insight into the promise and limitation of the application of this novel technology to pedagogical agents research.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Empirical studies in HCI ; •
Applied computing → Interactive learning environments;
pedagogical agent, learning by explaining, rapid avatar capture and
simulation</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        The power of intelligent tutoring systems lies in the personalized
learning experience tailored to individual student’s needs. Much of
such personalization focuses on understanding a student’s
cognitive, afective, and motivational states, and the adaptation of the
tutorial feedback to such states. The adaptation is not limited to
just the content of the feedback but also its delivery, such as the
agent that delivers the feedback. For example, researchers in
pedagogical agents—embodied animated virtual characters designed to
help students learn [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]—have experimented with many aspects of
pedagogical agent design, including animation [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], gesture [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ],
voice [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], and social intelligence [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], and how such design can
© 2018 Copyright held by the owner/author(s).
adapt to learner needs in order to maximize the eficacy of the
personalized experience in facilitating student learning [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
      <p>
        One aspect of such personalization that is less studied is the
agent’s appearance. Research on a pedagogical agent’s appearance
has indicated the impact of such design decisions on learning
outcomes (e.g. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], for review see [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]). However, research questions
along the dimension of agent similarity with the learner are largely
left unanswered. For example, when a pedagogical agent shares
the exact appearance and behavioral characteristics of the learner,
will such increased resemblance improve, make no diference on,
or hamper learning? In the Teachable Agents [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] paradigm, for
example, where students cultivate their protege by teaching a
pedagogical agent, would an agent that is a digital doppelganger of a
student make him/her more motivated to help the protege learn?
To systematically study the impact of the similarity of the
pedagogical agents’ appearance to students requires the generation of
such agents for a large enough population and at suficient speed
to accommodate experiment sessions of limited duration.
      </p>
      <p>
        An emerging technology, the Rapid Avatar Capture and
Simulation (RACAS) system [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], enables low-cost and high-speed
scanning of a human user and creation of a fully animatable 3D
“digital doppelganger” — a virtual human that highly resembles the
real self but behaves independently [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This allows researchers in
pedagogical agents to explore a previously unexplored research
question: how does personalizing pedagogical agent’s appearance
to share physical similarity with the student impact learning? A
previous study has suggested that there is limited impact of such
personalization on learning outcomes in a learning-by-explaining
paradigm [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]. In this paper, we discuss the design of a digital
doppelganger as a virtual human listener and a follow-up analysis
of student perception of personalization and the impact of such
perception on student behavior and learning.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Pedagogical Agents: There is a large body of work on pedagogical
agents across diverse learning domains. Most relevant to this work
is the research on agent appearance. A series of studies conducted
by Baylor and Kim examined the realism of agent appearance, its
gender, and ethnicity. Results showed that agents with a realistic
image improved transfer of learning, while the agent’s gender and
ethnicity contributed to its perceived competency, which in turn
impacted student’s self-eficacy [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Veletsianos and colleagues
manipulated the agent’s appearance relevant to stereotypes (artists
vs. scientists) and found that such manipuations impacted the
perceived knowledge level of the agent and students’ performance on
recall tasks [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. Domagk studied the appealingness of the agent’s
appearance and uncovered the impact of this variable on students’
transfer of learning [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In more recent work, Finkelstein and her
colleagues extended prior studies of agent appearance by looking
at not only the appearance of the agent relative to the learner (e.g.,
ethnicity), but also behaviors consistent with such appearance (e.g.,
the use of dialect) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Results highlighted both the benefit (e.g.,
improved student learning) and potential drawback (e.g, decreased
perceived agent competence) of the similarity between the agent
and the learner. Indeed, personalizing the pedagogical agent to
share the exact physical appearance with the student may be a
multi-faceted issue. For example, interacting with an avatar looking
like the real self have shown to induce anxiety in a public speaking
task, compared to a dissimilar avatar [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In a learning paradigm
such as learning-by-teaching, such anxiety may hinder student
learning.
      </p>
      <p>
        Learning by Explaining: We will study the impact of a digital
doppelganger in the context of learning-by-explaining.
Learningby-explaining is an efective learning technique used by human
tutors. In this technique, students are encouraged to explain a
concept either to another or themselves. Decades of research shows
that generating such explanations can lead to deep understanding
of the learning material [
        <xref ref-type="bibr" rid="ref10 ref28">10, 28</xref>
        ], and that these learning efects
are particularly strong when the explanations are delivered in a
social context (i.e., explaining to a peer or tutor), as opposed to
explaining to oneself [
        <xref ref-type="bibr" rid="ref12 ref43">12, 43</xref>
        ]. These efects have been observed
when the “other” is a computer-generated character: For example,
Cassell found that kids who told stories to a virtual partner
developed better language skills [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Holmes found that students who
explained to a software learning partner spent 50% more time
asking questions and making explanations and generated significantly
deeper explanations compared to students who worked without
a software learning partner [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Leelawong and Biswas
demonstrated that students benefitted from teaching a virtual peer [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
We will leverage this efective learning paradigm as our testbed and
use pedagogical agents, played by either a virtual human or a digital
doppelganger, to create the social context to facilitate learning by
explaining.
      </p>
      <p>
        Digital Doppelgangers: Much efort in computer graphics and
animation has been put forth to create digital doppengangers.
Creating a virtual character from a particular subject is not a trivial
task and usually requires extensive work from a 3D artist to model,
rig, and animate the virtual character. To reconstruct a 3D model at
low cost, researchers have experimented with low-cost 3D cameras
(e.g., Kinect and Primesense) for 3D human shape acquisition. The
work by [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] employs three Kinect devices and a turntable. Multiple
shots are taken, and all frames are registered using the Embedded
Deformation Model [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. The work done in [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ] utilizes two Kinect
sensors in front of the self-turning subject. The subject stops at
several key poses, and the captured frame is used to update the
online model. Instead of multiple 3D sensors, the work in [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ] used
a fixed 3D sensor to acquire four key poses from a self-turning
subject. Additionally, to create an animated virtual character from the
scanned 3D human model, the 3D model needs to be rigged with a
skeleton hierarchy and appropriate skinning weights. Traditionally,
this process needs to be done manually and is time-consuming even
for an experienced animator. An automatic skinning method was
proposed in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] that can produce reasonable results while reducing
the manual eforts of rigging, but requires a connected and
watertight mesh to work. The method proposed by [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] complements
the previous work by automatically skinning a multi-component
mesh. It works by detecting the boundaries between disconnected
components to find potential joints. Such a method is suitable for
rigging mechanical characters that consist of many components.
Other rigging algorithms can include manual annotation to identify
important structures such as the wrists, knees, and neck [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. In
recent years, video-based methods have enabled the capture and
reconstruction of human motion as a sequence of 3D models that
can preserve both the captured appearance and actor style, without
the need of a rigging step [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. Such methods, which are capable of
reproducing surface and appearance details over time, have been
used to synthesize animation by combining a set of mesh sequences
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However, current approaches are limited to basic locomotion
such as walking, jogging, and jumping. Rigging of the video-based
3D models is still needed for complex movements.
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>DIGITAL DOPPELGANGERS WITH RACAS</title>
      <p>
        The RACAS system is a virtual avatar generation system based
on a 3D body scan. The RACAS system has two main capabilities:
automatic rigging transfer and interactive avatar reshaping [
        <xref ref-type="bibr" rid="ref15 ref33">15, 33</xref>
        ].
The RACAS takes scans of a user from the front, back, left, and right
sides using an RGB-D sensor. These scans are “stitched together”
to create a 3D model. The 3D model is then enhanced by inferring
a skeletal and muscular structure, as well as generating a model
for the deformation of the skin and clothes. To do so, RACAS first
utilizes SCAPE [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to build a morphable human model from a 3D
human model database. In order to allow pose deformations via
linear blend skinning, RACAS researchers also manually rigged
a template mesh from the database. Therefore given a 3D human
body scan, RACAS can fit the morphable human model produced
by SCAPE onto the input scan and establish mesh correspondences
between them. Once RACAS establishes such correspondences,
they can be used to transfer both skeleton and skin binding weights
from the template mesh onto the input scan to generate a 3D virtual
avatar. The users of RACAS can also interactively adjust semantic
body attributes of the fitted model by exploring the body shape
space generated from the database. Such body shape deformations
can then be transferred to the aforementioned 3D scan to further
create various virtual avatars with diferent body sizes and
proportions. The resulting virtual avatars can then be animated in a
simulation environment to execute various behaviors using
animation retargeting. SmartBody, a character animation system, drives
the animation of the 3D virtual character [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Using RACAS,
researchers can easily create a digital doppelganger that serves as an
ideal model for maximizing feelings of similarity, and customizing
the virtual self’s behavior to portray an optimal performance that
the physical self cannot yet achieve.
4
      </p>
    </sec>
    <sec id="sec-5">
      <title>EXPLAINING TO A DIGITAL</title>
    </sec>
    <sec id="sec-6">
      <title>DOPPELGANGER</title>
      <p>
        We designed a virtual human listener and incorporated the digital
doppelgangers created by RACAS to embody the virtual human
listener. A human speaker, such as a student, can interact with the
virtual human listener by talking to the it—for example, explaining
what the student has learned. The virtual human listener provides
conversational backchannel feedback as the student explains the
concepts [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The feedback is generated based on analysis of the
student’s nonverbal behavior, such as head nods, prosody, etc. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
Previous research on virtual human listeners has shown the value
of such feedback in creating rapport with the human speaker [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
In the work discussed here, we focus on examining the impact of
personalizing the agent’s appearance on measures related to
student learning. We hypothesize that teaching a virtual agent who
looks just like oneself can impact a learner’s motivation and
selfregulation in learning (e.g. coping with challenges and persisting
in a learning task). As a result of the increased the motivation,
students may spend more efort to explain the learning concepts to
the virtual human listener, resulting in better learning outcomes
and higher self-eficacy. Specifically, we hypothesize that a virtual
human listener that shares the appearance of the learner can
improve learner motivation to teach the virtual human listener in
a learning-by-explaining paradigm (Hypothesis 1). Additionally,
such virtual human listeners can improve student learning of
domain knowledge (Hypothesis 2) and improve student self-eficacy
(Hypothesis 3).
5
5.1
      </p>
    </sec>
    <sec id="sec-7">
      <title>EVALUATION</title>
    </sec>
    <sec id="sec-8">
      <title>Design</title>
      <p>In order to test our hypotheses on a pedagogical agent’s
appearance’s impact on student learning, we conducted a study with the
digital doppelganger serving as a virtual human listener in the task
of learning-by-explaining. In this task, a student first studies a topic
by himself/herself, such as reading a passage on the human
circulatory system, then interacts with the agent by verbally explaining
the topic to the agent. Regardless of appearance, the virtual
human listener responded to the participants with the same behaviors
(e.g., backchannel behaviors) described in Section 4. We designed a
virtual human listener with two diferent appearances:
• Digital Doppelganger condition: A virtual human listener
constructed at the beginning of each experiment session
using RACAS, thus sharing the appearance of the participants,
was used in this condition.
• Virtual Human condition: A virtual human with
photorealistic appearance, not based on any resemblance to the
participant, was used in this condition. To control the
realism of the virtual human listener used in both experiment
conditions, the virtual human listener in this condition was
generated using captures of non-participants obtained with
RACAS through the same process used in the Digital
Doppelganger condition. During the study, the virtual human
listener was gender-matched to the participant, e.g., male
participants interacted with a male virtual human. This is</p>
      <p>to match the obvious gender matching in the Digital
Doppelganger condition. Figure 1 shows the female and male
virtual human listeners used in this condition.
5.2</p>
    </sec>
    <sec id="sec-9">
      <title>Population</title>
      <p>We recruited 41 participants from the student population of a
university located in North America. Participants were recruited either
from the Psychology Department subject pool or via fliers posted
on campus. Participants recruited from the subject pool received
course credit for their participation, while participants recruited
through the fliers received $10 for their participation.
5.3</p>
    </sec>
    <sec id="sec-10">
      <title>Procedure</title>
      <p>
        Participants first read and signed an informed consent about the
study. Then the experimenter completed two scans of the
participants from both conditions. The first was a full-body scan using
an iPad equipped with a specialized structure sensor. A second
scan was a face-only scan, captured using an Intel webcam with
depth sensors. Both scans were conducted in a lab fitted with
wallto-ceiling difused LED lights. Next, the participants filled out a
Background Survey and took a Pre-Test about the domain
knowledge, while the RACAS system completed the generation of the 3D
model of the participants. Then the participants read an essay on
the human circulatory system, adopted from previous studies on
expert tutoring [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], on a web browser. The participants were told
that they would later have to teach the material to a virtual student.
After that, the participants sat in front of a 30-inch computer
monitor with the display of the virtual human listener. Two cameras
were fitted on top of the monitor: one recorded the participants’
face, and the other served as input to the virtual human listener.
The participants were told that the virtual student (i.e., the virtual
human listener) would represent him/her in a competition against
other virtual students in a quiz on the same subject. Participants
then explained what they had learned from the tutorial to the virtual
human listener. Finally, the participants filled out a Post-Interaction
Survey and took a Post-Test on the human circulatory system. Each
study session was designed to last one hour.
5.4
      </p>
    </sec>
    <sec id="sec-11">
      <title>Measures</title>
      <p>
        The Background Survey included measures of demographic
information, education, Rosenberg Self-Esteem Scale [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], Adolescent
Body Image Satisfaction Scale (ABISS) [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], Anxiety scale [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], and
Self-Eficacy in domain knowledge (designed by the research team).
The Self-Eficacy scale included items such as “I am confident that
I know the path blood takes through the circulatory system of the
human body” and “If there is a quiz on human circulatory system, I
expect to do well on the quiz.”
      </p>
      <p>
        The Post-Interaction Survey included measures of Presence
(constructed using items from [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ] and [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]), Avatar Similarity (“To
what extend do you feel that the virtual avatar resembled you?”),
Desired Avatar Similarity (“If you had to design your own avatar for
this task, how similar to your real appearance would you make your
avatar?”), a repeated measure of Self-Eficacy in domain knowledge,
and Self-Eficacy in the virtual student (“I think the avatar I just
taught will do well in the competition.”).
      </p>
      <p>
        In the Pre-Test, participants were asked to describe 10 concepts
on the human circulatory system (e.g., the aorta and capillaries)
and the path of blood through the body. The Post-Test included
the same questions from the Pre-Test. Scores on these questions
were termed Post-Test-Repeat scores. In addition, the Post-Test
included questions adopted from tests used in previous studies
on human tutoring [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Scores on these questions were termed
Post-Test-NonRepeat scores.
      </p>
      <p>In addition to the surveys and tests, the agent’s behaviors in
response to the participants were logged. The explanations generated
by the participants were recorded.
6</p>
    </sec>
    <sec id="sec-12">
      <title>RESULTS</title>
      <p>Data from one participant was excluded due to extremely short
participation time (in filling out surveys and tests, reading the essay,
and interacting with the agent). As a result, data from 40
participants (25 female and 15 male, Maдe = 21.5, age range: 19.7-25.7
years) are included in the analysis. The participants came from a
variety of majors, ranging from psychology to fine arts, to biology,
and many more. One participant had a graduate degree, while all
other participants had some college education. Participants were
randomly assigned to one of the conditions in the study. While
a balanced assignment was desired, the result was that 16
participants were assigned to the Digital Doppelganger condition and
the remaining 24 participants were assigned to the Virtual Human
condition.
6.1</p>
    </sec>
    <sec id="sec-13">
      <title>Hypothesis Testing</title>
      <p>
        We conducted an analysis of variance test with scores on Pre-Test
and Post-Test-Repeat as a repeated measure and with the
experiment condition (Virtual Human vs. Digital Doppelganger) as the
Between-Subject factor. We also conducted an analysis of variance
test with self-eficacy reported before and after the study as the
repeated measure and experiment condition as the Between-Subject
factor. Finally, we conducted an Independent Sample T-Test on the
duration of participants’ explanations between experiment
conditions. Duration of the explanation is used in the analysis as an
indication of the participants’ motivation to teach the virtual human
listener. Results show that although the within-subject efect before
and after the study on test scores and self-eficacy are statistically
significant (improved after compared to before), we did not find
any significant diferences between experiment conditions on these
two measures. We also did not find any significant diference on the
duration of explanation between the two experiment conditions.
Details of the analysis on hypothesis testing are discussed in [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
This result suggests that Hypotheses 1, 2, and 3 are not supported.
6.2
      </p>
    </sec>
    <sec id="sec-14">
      <title>Alternative Hypotheses</title>
      <p>Because the results of the analysis suggest that there is no
statistically significant diference between the two experiment conditions,
we conducted further analysis of the self-report and behavioral
measures to examine why that was the case.</p>
      <p>
        6.2.1 Number of Words in the Explanations. Upon close
examination of the audio recordings of the participants’ explanations,
we noticed that some participants spoke few words before quickly
giving up teaching the virtual human listener, while others spoke
at greater speed (and with greater confidence) so that they
managed to cover all the material they learned in the same duration.
Thus the duration of the explanation make not paint the whole
picture about the participants’ motivation. To further compare the
motivation to teach the virtual human listener, we analyzed the
length of the participants’ explanation in total number of words
spoken, instead of the duration. We transcribed the participants’
explanations using the Temi automated online transcription service
[
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]. A member of the research team then manually inspected the
transcription and corrected any errors in the automatically
generated transcription. Independent Sample T-Tests show that there is
no significant diference between the two experiment conditions
for the number of words (p = .090, MV H = 504, MDD = 360). This
result again suggests that Hypothesis 1 regarding the similarity
of agent appearance and motivation to learn (and to explain and
teach) is not supported.
      </p>
      <p>
        6.2.2 Novelty Efect. When comparing the duration of the
participants’ explanations during the hypothesis testing, we noticed
that participants, by and large, interacted with the agent for a very
short period of time (from just under a minute to over 10 minutes).
RACAS is a novel technology. Participants, especially the ones in
the Digital Doppelganger condition who had never seen themselves
transformed into a digital character before, may have directed much
of their attention to visually inspecting their own avatar. Such
activity may have distracted the participants from the learning activity,
both recalling and explaining. Behaviorally, these participants may
experience speech disfluencies [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], such as the frequent use of
ifller words. In our previous studies with a virtual human listener
in a story-telling task, when the virtual human listener’s behavior
interrupted the ”flow” of the human participant’s story-telling, such
as non-stop staring or ill-timed back-channel feedback, the human
participants spoke with more disfluencies [
        <xref ref-type="bibr" rid="ref19 ref39">19, 39</xref>
        ]. We annotated
the explanations generated by the participants, particularly speech
disfluencies, such as “um”, “uh”. We did not find any significant
diference between the two conditions on both the number of
dislfuencies ( p = .394, MV H = 18.6, MDD = 15.2) and frequency of
disfluencies ( p = .362, MV H = 4.0, MDD = 4.5, per minute). This
may be due to the fact that participants from both conditions spent
an equal amount of mental efort to examine the virtual human
listener. Because participants from both conditions were scanned,
even the participants from the non-digital doppelganger condition
may have initially devoted much mental efort to examining the
visual similarities between the virtual human listener and
themselves.
      </p>
      <p>6.2.3 Believed Similarity with the Agent. Because the result on
the main hypothesis testing indicates that the two experiment
groups were very similar on the dependent measures, we
wondered how the manipulation of the independent variable was
perceived by the participants. We compared the perceived resemblance
of the virtual human listener to the participants. We expect the
Avatar Similarity to be much lower in the Virtual Human condition,
compared to the Digital Doppelganger condition.
Independentsample T-Test shows that it is indeed the case (p = .001, MV H =
1.67, MDD = 3.94). Participants from the Virtual Human
condition did not perceive the virtual human listener’s appearance to
be similar to themselves. However, participants from the Digital
Doppelganger condition were also somewhat unsure whether the
virtual human listener looked like them (rated 3.94 on a 7-point
Likert scale), even though the virtual human listeners were created
using photo-realistic captures of these participants.</p>
      <p>We examined the participants’ free-form answers to a question
regarding their reaction to seeing the virtual representation of
themselves on the Post-Survey. While comments from participants in
the Digital Doppelganger condition are consistent with the
experiment manipulation, comments from participants from the Virtual
Human condition reveal that some of the participants thought the
virtual human listener looked like them and was a digital
representation of themselves. It is plausible that those participants saw
enough resemblance between the gender-matched generic virtual
human’s face (see Fig. 1) and their own, because participants from
all conditions received a face and full-body scan using the RACAS
system. In addition, these participants may have thought that the
body scan only captured the shape of one’s body, and not the
appearance (e.g., clothing), and saw enough resemblance between
the gender-matched generic virtual human’s body shape and their
own. Regardless, these participants from the Virtual Human
condition believed that they saw, explained to, and taught their own
avatar. Based on this finding, we regrouped the participants based
on the condition they believed they were assigned to. Four
participants from the Virtual Human condition are now part of the Digital
Doppelganger condition.</p>
      <p>Once again, we conducted the tests for the main hypothesis and
found no significant main efect of the believed condition on changes
of pre- and post- test scores (i.e., scores on the questions repeated
from pre- and post test) and the self-eficacy. We saw marginally
significant efects on the Post-Test-NonRepeat scores (i.e., scores
on questions that appeared only on the post-test, p = .065, MV H =
29.75, MDD = 36.15) and self-eficacy in the virtual student (“I
think the avatar I just taught will do well in the competition”,
p = .071, MV H = 2.80, MDD = 3.9). This suggests a trend that,
when the virtual human listener shares enough resemblance with
the participant for them to believe that it is a virtual representation
of themselves, they performed better on the near transfer Post-test,
compared to those who did not have such belief. Additionally, they
had higher confidence that their own avatar would perform well in
a quiz competition with other avatars.
7</p>
    </sec>
    <sec id="sec-15">
      <title>DISCUSSION</title>
      <p>
        In this paper, we discussed the design of a pedagogical agent for
the learning-by-explaining paradigm. We applied a novel character
animation technology, RACAS, to create virtual human listeners
that share the physical appearance of a human learner. Evaluation
of such virtual human listener showed that the digital doppelganger
did not significantly impact student learning of domain knowledge,
their motivation to teach the agent, or their own self-eficacy [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
We subsequently hypothesized that a novelty efect may be at play,
e.g., participants be distracted by the virtual human listener in
during the initial interactions. Post Hoc analysis of speech disfluency
of the participants’ explanations, a possible behavioral indication
of such distraction, shows that there were no significant diferences
in the disfluencies during the explanations. Because participants
from all conditions were scanned by the RACAS system, they might
have all expected to see their own avatar as the virtual human
listener and thus devoted equal amount of attention to examining the
virtual human listener during the explanation process.
      </p>
      <p>This also led to our second alternative hypothesis that if the
participants perceive enough physical resemblance between the
virtual human listener, they may believe that they were interacting
with their own digital doppelganger. This is the case for several of
our participants who interacted with a non-doppelganger virtual
human. Analysis of the main hypothesis based on this perceived
experiment manipulation suggests that when the participants
explained to a virtual human listener that they believed looked like
them, they performed better on the near-transfer post-test. They
also had higher confidence that their perceived digital doppelganger
would perform well in a future quiz competition with other avatars.
However, both efects only approach statistical significance ( p = .65
and .071 respectively). So the results suggest a possible trend that
personalizing a pedagogical agent’s appearance to be similar to the
student’s physical appearance may play a role in the eficacy of
pedagogical agents. One participant commented that “It (the digital
doppelganger) made me want to teach him the material so that he
could score well on the test. ” Such comments resonate with our
initial hypothesis and the results here.</p>
      <p>
        The RACAS system is a new technology that still requires time
to mature. The pedagogical agents created through such a process
are less than perfect. Even very slight glitches in the virtual agent’s
appearance, such as misalignment of face and body, or animation,
such as a slight shift of the face when the eyes open/close, can
greatly distract the learner and interfere with the engagement of
the learning task. Comments by the participants indicate that they
certainly took notice of such imperfections. Other studies on
digital doppelgangers created using RACAS also found that having
an avatar that looks like the participants improves subjective
experience, but made no diference on performance measures (e.g.,
running in a virtual maze with mines) [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. On the other hand,
earlier studies on non-animated, hand-craftied, and high-fidility
digital doppelgangers have shown great promise on attitude and
behavioral change (e.g., [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]). Further investigations on the
potential of the personalization pf the appearance of pedagogical agents
can be carried out once the computer graphics and animations
technologies, such as RACAS, mature.
      </p>
    </sec>
    <sec id="sec-16">
      <title>ACKNOWLEDGMENTS</title>
      <p>This project is funded by the U.S. Army Research Laboratory.
Statements and opinions expressed do not necessarily reflect the position
or the policy of the United States Government, and no oficial
endorsement should be inferred.</p>
    </sec>
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