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Avatars as storytellers: affective narratives in virtual museums

Article  in  Personal and Ubiquitous Computing · February 2020


DOI: 10.1007/s00779-019-01358-2

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Personal and Ubiquitous Computing
https://doi.org/10.1007/s00779-019-01358-2

ORIGINAL ARTICLE

Avatars as storytellers: affective narratives in virtual museums


Stella Sylaiou 1 & Vlasios Kasapakis 2 & Damianos Gavalas 1 & Elena Dzardanova 1

Received: 6 August 2019 / Accepted: 14 December 2019


# Springer-Verlag London Ltd., part of Springer Nature 2020

Abstract
This article explores the affective potential of virtual humans in virtual museum (VM) environments. Three avatars (personifying
a curator, a guard, and a visitor, respectively) have been employed as storytellers introducing participants to the emotive story
behind a historical sculpture. The emotional responses of a test group have been correlated to a range of factors, namely, the role
acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender, and predispositions towards the sense of
presence and affective responses. We review research related to the topic of presence and social presence in VMs, and position
our experimental procedure as well as the findings of our study in this context. Theoretical frameworks, such as the Expectancy
Violations Theory are used to interpret the key findings, which have not always confirmed the initial hypotheses. The outcome of
our study may inform the design of avatars-as-storytellers in VMs on the basis of their affective potential, given the results of the
study and, more importantly, the theoretical investigation of the factors, which conditioned the emotional responses observed.

Keywords Virtual museums . Virtual reality . Virtual guides . Avatars . Social presence . Emotions . Storytelling . Persuasiveness

1 Introduction the technical developments in Virtual Reality (VR) and encom-


pass emerging concepts, such as virtual embodiment and sto-
Virtual museums (VMs) are digital spaces that can comple- rytelling by avatars in forms of Virtual Humans (VH) [24, 35].
ment, enhance, or augment museum information through per- A new wave of technological toolsets and possibilities in con-
sonalization, interactivity, user experience, and richness of con- junction with the ubiquity of VMs, stress the importance to
tent (ViMM Definition of a VM).1 ICTs have transformed the explore, examine, and assess the factors that may influence
way we consume museum information, tell stories, and expe- the quality of user experience in a VM environment [15].
rience cultural heritage [32, 33]. VM experiences build upon VH-related research investigates the dynamics of social
interaction between real and virtual humans [14]. VHs can
1 influence users’ behavior, responses, and even perception
ViMM (Virtual Multimodal Museums) Definition of a Virtual Museum, at
https://www.vi- mm.eu/2018/01/10/the-vimm-definition-of-a-virtual- thereby affecting the virtual experience: preliminary findings
museum/ of a recent study suggest, for example, that in some cases,
VHs can render participants more susceptible to obedience
* Stella Sylaiou and, by extension, prone to accept suggestions and conten-
sylaiou@gmail.com tions with reduced tendency for questioning their actual valid-
ity [6]. This is a somewhat alarming finding, which could be
Vlasios Kasapakis
v.kasapakis@aegean.gr
cause for concern in relation to virtual environments (VEs)
and users’ agency, in such virtual spaces. Nevertheless, it
Damianos Gavalas has its beneficial flipside: Avatars can make the stories pre-
dgavalas@aegean.gr
sented in VEs more credible and thus influence users in a
Elena Dzardanova positive and constructive manner due to the abovementioned
lena@aegean.gr
users’ suspension of disbelief; besides, this also applies to
1
Department of Product and Systems Design Engineering, University
cinematic experiences, or theater, which enable participants/
of the Aegean, Syros, Greece viewers to become immersed in meaningful experiences,
2
Department of Cultural Technology and Communication, University
thereby raising cultural awareness. Moreover, as McCreery
of the Aegean, Mytilene, Greece et al. [20] posit, the digital embodiment of a real self within
Pers Ubiquit Comput

an avatar, can heavily influence the sense of presence (i.e., the condition emotional and cognitive responses alike in Virtual
sense of “being there”) functioning “as a bridge between phys- Cultural Heritage Environments.
ical and virtual environments” [7, 19, 34]. In their study, the Carrozzino et al. [4] explored a VM with three alternatives
focus has been on users of commercial applications not direct- of storytelling, including one featuring a VH guide, (namely,
ly related to cultural heritage. However, the implications for traditional expository panels with text; narrating voice as in
VMs and pertinent VEs are important since users’ senses of audio guides; virtual human) and compared the research re-
(dis)embodied self, presence and social presence form the sults in terms of engagement and understanding of the pro-
basis for meaningful engagements is such contexts. posed content. They argue that “findings confirm the hypoth-
Sensuous stimuli, cognition, and emotion are inextricably esis that an embodied virtual agent is able to stimulate atten-
related and, given the “idiosyncrasy” and special affective tion and involvement, and contributes to a better content de-
attributes of virtual experiences and, concomitantly, users’ livery and learning” [4, 31, 36].
sense of (social) presence and socio-spatial interaction, the As Sylaiou et al. [31] explain VHs can humanize the inter-
dynamics of these elements of meaning-making and their in- face and communicational exchanges in VEs. Computer-
terrelation should be examined. This task is central in the generated characters as virtual assistants [5, 9] have been the
present study, which investigates user responses and the de- subject of substantial research on their potential, optimal char-
gree of acceptance/ persuasiveness in relation to emotionally acteristics and overall function. As Liew and Tan [17] put it
charged narratives, communicated by diverse VHs, about a “they are capable of conveying verbal and nonverbal cues
virtually presented sculpture. through animated facial expression, body gestures, and text-
This paper studies the affective potential, persuasiveness, to-speech dialogues” thus humanizing and rendering emotion-
and overall emotional impact of three virtual avatars with dif- ally engaging and agreeable experience of the human-avatar
ferent professional and social characteristics: a curator, a mu- interface [3, 12, 22, 26].
seum guard, and a visitor, in an immersive VM environment. Media equation theory is a prime example of a theoretical
The term persuasiveness here, relates to avatars’ capacity to approach, which posits that media interaction is essentially no
engage, affect, and stimulate emotional and cognitive re- different to the interaction with a real person in psychological
sponses. The sculpture of Arria and Pætus2 is the VM exhibit terms [27]. This general communication theory posits that
upon which the experiment hinged. The dramatic story related people will interact in similar ways with an avatar, a VH, or
to it is narrated by three virtual avatars, two of which have a real human as the script of inter-personal communication
presumably significant difference from the participants in terms cannot be spontaneously rewritten, when a digitized subject
of their roles and by one that has not; that is, the latter avatar is is encountered.
designed to personify a casual, yet, well-informed visitor. According to Liew and Tan [17] “people will uncon-
The remainder of the paper is structured as follows: sciously treat media technologies as social beings, such
Section 2 explores the related work on (social) presence and that people’s behavioral and emotional responses to com-
the interrelation between avatars and users in VEs delineating puters would adhere to human-to-human social norms”
contributing factors to persuasion and engagement. Section 3 [11, 27]. Nevertheless, agency and its psychological under-
presents the design of the experimental procedure and our pinnings are not the same in VEs as preliminary findings of
methodological framework. Section 4 presents the research Dzardanova et al. [6] show people with a predisposition to
process as it unfolded and its findings, offering a preliminary be obedient will show an increase in this tendency, when in
discussion in the form of explanatory remarks. Section 5 pro- a VE interacting with a VH. The disposition is not created
vides an in-depth discussion in the light of the study findings, but enhanced; however, this is a clear indicator that the
which relates them to pertinent theoretical discourses in order psychic dynamics within the uncharted territory of the vir-
to interpret the results in a meaningful and informed way. tual are different and the medium is not quite neutral. To
Section 6 concludes this paper and suggests directions for understand how emotional, social, and power dynamics are
further research on the topic. affected in VEs is indeed a fundamental prerequisite for
designing fruitful and adequate experiences benefiting
both visitors and the cultural organizations involved.
2 Related research As Wyman et al. [37] indicate “The museum’s approach to
storytelling has evolved. What was once primarily a voice of
As this study focuses on the emotions caused by VHs to par- authority speaking to the public through exhibition display
ticipants, we review literature relevant to the issues of engage- and publications has dramatically turned, in many places, into
ment, presence social-spatial interactivity and agency, in order a multi-faceted experience that invites conversation and inter-
to delineate the parameters affecting the dynamics, which action with visitors”. This brings to the fore yet another facet
of storytelling in VMs/VEs: the mode of address, the concom-
2
https://www.louvre.fr/en/oeuvre-notices/arria-and-paetus itant power dynamics involved and, last but not least, the quest
Pers Ubiquit Comput

for social interaction and reciprocity, which in turn raises the assumption and investigates the efficacy of different avatars.
issue of who has the legitimacy and agency to speak. Secondly, the participants’ sense of presence is the key for
However, sense of presence in a virtual world is the basis of engagement so the factors influencing it are presented above.
agency and interaction in VEs. McCreery et al. [20] investi- We address this through involving a large statistical sample of
gate the sense of presence in VEs before discussing the im- participants, pre/post-experiment questionnaires, statistical
portance of social presence (defined as the sense of “being tests to examine the effect of various factors (gender, type of
with others”) [8]3 and the role of socio-spatial interaction in avatars, etc.) on the perceived quality of experience, and cor-
VR settings. They identify a polyphony in definitions address- relating the various dimensions of the quality of experience.
ing the sense of presence: Presence has been characterized in a Ruth Aylett [2], a leading researcher in the field, as early as
variety of ways, from distinct ontologies, and from different 1999, foregrounds “the need to examine how the narrative
domains of human experience (i.e., personal, social, and phys- experience might be extended to take advantage of the specific
ical) [16, 18, 30]. As a result, existing research suffers from characteristics of a VE”. She investigated affordances of in-
inconsistent, non-systematic, and ill-defined operational uses teractivity in VEs in relation to narratives as a factor that
of presence [16, 29, 38]. Lee [16] defined presence as “a would increase involvement of—otherwise passive—users.
psychological state in which the virtuality of experience is As Rizvic [28] contends, “practice has shown that users prefer
unnoticed”. Further, Lee [16] posits that presence may be to interact with digital content over being just passive ob-
divided into three important domains based on the way servers/viewers”. As stated in the conclusions, this study pro-
humans experience the world: physical, social, and self. vides the basis for further investigation on embedding inter-
McCreery et al. [20] contend that social interaction in virtual activity in the virtual storytelling experience design.
spaces enhances presence. Furthermore, McCreery et al. [21]
conclude that VEs need “to be designed and run in a manner
that fosters more intense interactions between users and socio-
spatial interactions between the users and the interface”. 3 Materials and methods
Ibrahim et al. [10] provide a categorization of the areas, which
should be paid attention to during the designing of cultural 3.1 Apparatus and visual content
heritage VE. They codify them in four areas: Information
Design, Information Presentation, Navigation Mechanism, The experiment has been conducted in the premises of the
and Environment Setting. They draw attention to the need Laboratory of “Image, Sound and Cultural Representation”,
for meaningful, relevant, and stimulating information: “They i n t h e D e p a r t m e n t o f C u l t u r a l Te c h n o l o g y a n d
do not want to just see plain facts; instead, they want to un- Communication, University of Aegean, Greece. The hardware
derstand how the information could be significant to them. used in this study included a VR - Ready PC with Νvidia
They wanted to know why the information about any partic- Geforce GTX 1060 graphics card 4 and an Oculus Rift
ular item matters or is important for them to know”. In other DK2.5 Oculus Rift supported participants’ head movement
words, storytelling or narratives providing context need to tracking while also tracking their location via its infrared sen-
include hints as to why they matter. As Rizvic [28] explains sor in a 3 × 2-m physical space in order to facilitate them in
“storytelling, used for guiding the user through a VM, moti- exploring the VM. The experimental setup is presented in
vates visitors to stay longer and see more exhibits” which is detail in [13]. Participants remained in the VE for about
deemed as an additional, measurable factor of virtual narra- 4 min: the initial 2 min were allocated for free exploration
tives’ effectiveness. Affective responses by users to narratives, and then, narration lasted for about 2 min.
as is the case with the present study, can be an indication of To increase the level of realism, we have incorporated nat-
relevance, importance, and effectiveness of the narratives ural movement to the body of the VH avatars employing real,
communicated by avatars. motion capture–recorded actors using Vicon motion capture
This study addresses the degree of attention, engagement, system.6 This technique allowed us to record real actors’ mo-
and affect that may be achieved by diverse types of avatars. tion and transfer it to the VH avatars, therefore increasing the
The issues and notions outlined above relate to this study on naturalness of their movement and the overall level of realism
several levels: Firstly, Carrozzino et al. [4] and Liew and Tan in the VR environment. To further increase avatar realism, we
[17] support the hypothesis that VHs can foster engagement instructed actors to perform in a way matching the type of the
and humanize the experience of VMs thereby rendering it avatar. This allowed us to transfer appropriate body language
more affective and effective. This study is based on the same and narration voice characteristics to the virtual avatars.
Moreover, the statue used in the Virtual Environment was
3 4
Heeter further elaborates on the term positing that “Social presence refers to https://www.nvidia.com/en-us/geforce/products/10series/geforce-gtx-1060/
5
the extent to which other beings (living or synthetic) also exist in the world and https://www.oculus.com/rift/
6
appear to react to you” (1992). https://www.vicon.com/
Pers Ubiquit Comput

created using photogrammetry which further increases real- 3.3 Experimental procedure
ism. The avatars were created using Adobe Fuse 3D character
creator7 and were later imported in Adobe Mixamo8 to be Our experimental procedure involved three phases: briefing
properly rigged and then be ready to receive the motion cap- about the experiment (users start with a plan of the tasks to
ture animation data. be accomplished); exploration (users freely explore the virtual
For the case study, we have created a VM room, using space and test their capabilities and the affordances of the VE);
Cinema 4D,9 with one 3D exhibit, an artwork of the seven- assessment (users interpret the avatars’ stories and assess their
teenth century that depicts Arria et Pætus, exhibited in the persuasiveness). The experiment has been conducted in a
Louvre Museum.10 We scripted three variants of the same comfortable museum room with one door and only one exhib-
scenario during the visit to the VM and implemented them it, the sculpture that depicts the story of Arria and Pætus,
using Unity.11 In particular, three different high-detail human artificially lighted. The room has been deliberately kept sim-
avatars narrate the story of Arria et Pætus: a female curator of ple, without windows and other exhibits, to avoid complexity
the exhibition; a male museum security guard of the exhibi- that could distract the participants’ attention.
tion; a female visitor of the exhibition (see Fig. 1a). Avatars Firstly, each participant was invited to complete a demo-
behave in accordance with their status in order to engage the graphics questionnaire with information about their age, gen-
virtual visitors. To increase the level of realism, we have in- der, education, knowledge about art, number of prior
corporated natural movement to the body of the VH avatars immersive experiences, and frequency of visiting physical
employing real, motion capture-recorded actors; lips sync12 museums. Then, they were briefly informed about the context
compatible with the spoken text; eye blinking. 1 3 of the experiment (less than 1′).
Additionally, the avatars make direct eye contact14 with the Then, the participant could freely explore the VM room. The
participants and occasionally look at the statue depending on narration opening was not sudden, since it started after the eye
the spoken text15 (see Fig. 1b). contact of the immersed user with the avatar. When the user
approached the exhibit, an avatar introduced itself and started
3.2 Participants narrating a story about the exhibit (duration of 1–2 min).
Specifically, the avatar narrated the dramatic story of Arria et
Overall, 75 subjects (42 female) of diverse ages (20–52 years) Pætus in ancient Rome (AD 42). Pætus, a Roman senator, was
participated in our experimental trials. The ages do not follow condemned to death for his role in a revolt against Emperor
a normal distribution, as it results from the normality control Claudius. A suicide would be a noble death; however, he was
of Kolmogorov–Smirnov (sig. = 0.000). However, age is not afraid to commit it. His wife, Arria, visited her imprisoned
considered as a factor, which could influence the experiment. husband, stabbed herself first to encourage him and then passed
The participants are mostly tertiary education graduates (49) the dagger to her husband saying Pætus, non dolet! (Pætus, it
and postgraduates (24), while 2 are secondary education grad- does not hurt!) (Arria and Pætus, Louvre Museum).16
uates. The (participants’) education level is not perceived as On each experimental session, one of the three avatars as-
significantly varied. During the experiment, to each storyteller sumed the role of a guide and started his/her narration. The
corresponded 25 people, 11 men και 14 women. They have avatar of the curator conveyed the story of the couple in a flat
been evenly distributed in order to achieve age and gender way and she emphasized the historical information, formal anal-
balance. ysis of the artwork, and the description of the sculpture’s features
using scientific terms. The avatar of the museum security guard
7
https://www.adobe.com/gr_en/products/fuse.html told the story of the couple using simple words underlining the
8
https://www.mixamo.com/ courage and the internal power of Arria. The avatar of the visitor
9
https://www.maxon.net/
10 provided some personal information about the couple (e.g., the
The 3D exhibit has been downloaded from https://sketchfab.com/3d-
models/arria-et-ptus-louvre-museum-e5dc1871b7654429b883b9e04c8418c4 fact that their son had died, while Pætus was in prison, but Arria
and was uploaded by Benjamin Bardou. never told him the truth, in order not to worsen his sentimental
11
https://unity.com/ condition) highlighting the emotions, such as love, sadness, and
12
Lip synching was carried out using SALSA LipSynch (https://
crazyminnowstudio.com/) which performed real-time lip synching based on fear. Having completed the immersive experience, each partici-
automatically analyzing the sound file of the actors’ voices recorded while pant filled in a second questionnaire to specify his/her impres-
narrating the story of Arria during the motion capture sessions. sions about the story s/he has heard and more specifically, in
13
The motion capture system used was on Vicon’s solutions (https://www.
vicon.com/) while the eye blinking was carried out using SALSA LipSynch
what degree s/he experienced the emotions of sadness, disap-
(https://crazyminnowstudio.com/). pointment, shame, anger, relief, and admiration, how convincing
14
That is, avatars looking at the direction of users as they were mostly static, at the story was, and whether s/he considered that the storyteller
a certain point, during narration.
15 has had broad and/ or deep knowledge of the artwork.
A video of an indicative experimental session illustrating the viewing per-
spective of the immersed user can be found at: https://www.youtube.com/
16
watch?v=DAiUtIuoiXk https://www.louvre.fr/en/oeuvre-notices/arria-and-paetus
Pers Ubiquit Comput

Fig. 1 a Avatars used for curator,


guard, and visitor; b participant
perspective during the
experimental sessions featuring
the museum guard avatar

(a) (b)

4 Methods •Loss of sense of space and space awareness in the physical


world;
The presented study investigates the impact that the status of •Loss of sense of time and time awareness in the physical
three types of avatars (embodiments of a museum curator, a world;
museum security guard, and a museum visitor, respectively) •Degree of emotions’ development and emotional affect
has on the persuasiveness of their storytelling and the emotions responses.
(sadness, disappointment, shame, anger, relief, and admiration) The results of the non-parametric control test Mann-
they evoke to virtual visitors. Specifically, our research explores Whitney have shown that women had superior level of knowl-
(a) differentiation of participants’ characteristics according to edge in history of art compared with their male peers, (U =
gender and experience, (b) differentiation of each emotion for 749.0, p = 0.000). Furthermore, they had greater experience in
each storyteller, and (c) correlation between the avatars and VR environments (U = 1095.0, p = 0.046) and were more sen-
emotions. The statistical package SPSS v.21 has been used sitive in terms of being emotionally affected, e.g., by watching
for the data analysis. The primary aim of the analysis has been a movie (U = 926.5, p = 0.003), as indicated by pertinent ques-
to study the influence/effect of each of the three avatars to the tionnaires, in which they rated their emotional responses.
six emotions under study (1) sadness, (2) disappointment, (3) Women also showed stronger emotional responses; therefore,
shame, (4) anger, (5) relief, and (6) admiration. a correlation could be established between interest in culture
and affect generated by avatars’ narratives.
Likewise, with respect to past experiences in VEs, it ap-
4.1 Research hypotheses pears that this factor influences significantly the sense of los-
ing space awareness (U = 902.5, p = 0.011). This may signify
The first hypothesis is that there exists correlation between the that individuals, who tend to be absorbed by the experience to
increased interest in culture (manifested in pertinent knowl- the degree that they lose sense of space, probably seek to
edge and/or visits to museums), the tendency to lose spatial/ partake in activities of VR. Therefore, the first hypothesis
temporal awareness, and perceive emotional affect in ‘real’ has been confirmed.
environments and respective tendencies in VEs.
The second hypothesis is that the curator’s avatar, as an
5.2 Differentiation of each emotion per storyteller
expert figure, may yield higher degrees of emotional re-
sponses, acceptance, and persuasiveness.
One of the aims of this research was to study the influence of
each storyteller on each of the six emotions under
examination.
5 Experimental results According to the design of the experiment, the factor
“Storytellers” is designated for the data, with three levels,
5.1 Differentiation according to background namely, “Curator,” “Guard,” “Visitor,” and the factor
“Emotions” with six levels: “Sadness,” “Disappointment,”
Firstly, we investigate the extent to which some of the person- “Shame,” “Anger,” “Relief,” and “Admiration.” The organi-
ality and behavior characteristics of potential VM environ- zation of data is illustrated in Fig. 2.
ment users differ according to gender and the prior experience Τhe method of repeated measures ANOVA has been ap-
in immersive environments or lack thereof. Using a question- plied aiming at examining possible differentiations to each of
naire,17 we examined the following factors: the above emotions triggered depending on the storyteller.
•Level of knowledge in history of art; Mauchly’s sphericity test was employed to check whether
•Museum visits’ frequency; the variations of differences amongst conditions were equal.
In case of sphericity breach, correction methods of F-ratios
17
zarcrash.x10.mx/Questionnaire_Avatars_as_Storytellers.pdf were automatically employed. Here, Greenhouse–Geisser
Pers Ubiquit Comput

Fig. 2 Factors considered in the experiment

correction was taken into consideration. The significance level in almost all types of emotions. The guard is in between (apart
used for the tests was set to 5% (Table 1). from anger and shame), while the visitor has the strongest
affective potential.
5.2.1 Differentiation amongst storytellers In order to interpret this discrepancy between the three
storytellers, the question “what impressed you most in the
The results of ANOVA, with corrected values F (Greenhouse– story you heard” has been addressed to the participants. It
Geisser), have shown that there is significant influence of the was observed that in the description of the guard words
storyteller type (F = 10.025, p = 0.000), of the emotion type such as “drama,” “sacrifice,” “suicide” were mentioned/
(F = 77.770, p = 0.000) and of the interaction of storyteller and used, while during the narration of the visitor, emphasis
emotion, or, in other words, of the influence of storyteller on on the dramatic element was given, but some participants
emotional responses (F = 11.926, p = 0.000). stated that they were attracted by graphics and design.
From Pairwise Comparisons with Bonferroni correction, This means that the curator’s character was perceived as
for the three storytellers, it seems that there is a statistically indifferent, the guard rather dramatic, and the visitor quite
significant differentiation between the curator and the guard appealing and more natural.
(p = 0.045), as well as between the curator and the visitor (p =
0.047). The results demonstrate that the curator receives a
considerably lower median/mean score in emotions compared
to the other two storytellers. 5.3 Differentiation of each emotion per storyteller
The correlations between emotions, irrespective of the according to gender
“Storyteller” factor, are shown in Fig. 3.
Subsequently, we investigate the extent to which the gender
5.2.2 Effect of storytellers on emotions factor affected participants, that is, whether the feelings
evoked to participants, differ significantly between men and
Figure 4 depicts emotional responses according to storyteller. women. For this purpose, we employed the ANOVA Mixed
It becomes evident that the curator receives the lowest score Design that involves repeated measures ANOVA and inde-
pendent designs.
Since we aim at examining potential differences due to
Table 1 Descriptive statistics gender differentiation, during the original configuration of
the dataset, 11 men and 14 women were involved for each
Avatar
avatar.
Emotions Curator Guard Visitor

Mean sd Mean sd Mean sd


5.3.1 Interaction of gender and storyteller
Sadness 1.971 0.923 3.543 1.804 4.743 1.521
Disappointment 2.029 0.985 3.286 1.919 3.914 1.541 Storytellers appeared to have limited divergences in emo-
Shame 2.057 0.837 2.314 1.605 2.114 1.183
tional impact on users as a whole. Nevertheless, post hoc
Anger 1.829 0.822 2.857 1.683 2.629 1.555
control showed a significant differentiation between men
Relief 2.371 1.308 1.971 1.098 2.343 0.938
and women with regard to the curator and visitor narra-
tives (F = 4.631, p = 0.039); men have been affected by
Admiration 3.943 0.968 3.857 1.927 4.743 1.540
the curator much more than women whereas the contrary
Mean 2.446 2.971 3.414
holds for the visitor (Fig. 5).
Pers Ubiquit Comput

Fig. 3 Correlations between


emotions

5.3.2 Interaction of gender and emotion satisfaction from the overall experience, sense of resemblance
to a real museum, sense of naturalness of the avatar control
A statistically significant difference occurred between men mechanism, participant’s perceived sense of presence in the
and women in overall emotion. That is, irrespective of avatars VM, and loss of space and time awareness.
involved, there are significant divergencies in emotions (with The results of non-parametric correlation tests, with the use
the exception of admiration). Figure 6 depicts the average of computer, of Spearman’s rho correlation coefficient are
values of each emotion per gender. summarized in Table 2.
Thus, the closer the simulation is to reality, the more natural
5.3.3 Interaction of gender, storyteller, and emotion the mechanisms appear and the higher the sense of presence in
the virtual space perceived by the participant. Both the suc-
Figure 7 depicts participants’ emotions in relation to story- cessful simulation and the high sense of presence in the VE
tellers (avatars) and gender. The curator and guard avatars improve the overall quality of experience (i.e., increase the
had similar emotional impact on both genders (with the ex- degree of satisfaction for the participant).
ception of relief and admiration that scored higher amongst A second point to examine is potential correlations of the
men, respectively). The visitor avatar nevertheless generates loss of sense of space and time with the degree of simulation
much stronger feelings of sadness, disappointment, anger, and success and the sense of presence perceived by the participant.
admiration to women, while conversely, shame and relief From the same table, we ascertain that the higher the sense of
scored higher amongst men. presence in the virtual space, the less the sense of space loss
(ρ = − 0.206, p = 0.029) and the time (ρ = − 0.325, p = 0.001).
5.4 Post-experiment correlation tests Moreover, the more the VE resembles the real one, the
more the users’ time awareness. Finally, the more they deal
A series of correlation tests aimed at investigating the experi- with the control of the virtual character, the more they lose
ences of the participants in the VM. In particular, the follow- sense of space (ρ = − 0.214, p = 0.029) and time (ρ = − 0.241,
ing factors have been examined: possible correlations between p = 0.013). It is noted that space awareness refers to the real,
not the VE. The time is identical in the real and the VE
(Participants supposed that the question referred to loss space

4.000
3.500
3.000
Mean rang

2.500
2.000
Male
1.500
Female
1.000
0.500
0.000
Curator Guard Visitor
Avatar

Fig. 4 Fluctuations in each emotion according to storyteller Fig. 5 Interaction of gender and storyteller
Pers Ubiquit Comput

Fig. 6 Emotions according to


gender

and time in the real world; otherwise, there is no logical inter- questions expressly referring to losing the sense of
pretation, but the time in the virtual and real environment space/time during the experiment.
coincides).
Specifically,
5.5 Differentiation control of users’ degree
of annoyance caused by the avatar
Pre-experiment phase Post-experiment phase
A reasonable question resulting from the experiment is Space I often feel absorbed on There were times that I lost the
whether the type of avatar affects the degree of annoy- something so much that I sense of space during my
ance it triggers to the VM visitors. For this purpose, we lose the sense of space, visit to the virtual museum.
having of sense of where I
employed the non-parametric Kruskal-Wallis Η test, am.
which confirmed a statistically significant differentiation Time I often feel absorbed on There were times that I lost the
(p = 0.000). something so much that I sense of time during my visit
The mean ranks of the test showed that the guard is the lose the sense of time. to the virtual museum.
avatar that caused a higher degree of annoyance. The least
disturbance has been reported by the users who interacted
with the visitor. This finding shows that the curator has The differences between the pre- and post-experiment var-
been found the most neutral (or indifferent) character. The iables do not follow a normal distribution, so the non-
guard was perceived as a storyteller who tried preten- parametric control for paired samples Wilcoxon was per-
tiously to cause intense feelings (in fact evoked primarily formed, which yielded statistically significant variations in
negative feelings of shame and anger). Nevertheless, his the sense of space (Z = − 5.054b, p = 0.000) and time (Z = −
way of doing so also provokes the discomfort of the par- 2.372c, p = 0.018) alike. This means that the effect of the
ticipant. On the other hand, the visitor creates the most experiment was significant. At the end of the experiment,
intense feelings with respect to sadness, disappointment, there is a much greater sense of loss of time than in real life,
and admiration, as her narration is rather dramatic while which could be attributed to the successful implementation of
also natural enough to make her presence the least the simulation. Conversely, the experiment not only does not
annoying. cause a sense of time loss, but the users maintain awareness of
each moment in relation to their previous experiences.
5.6 Differentiation tests before and The comparison between the two genders reveals that
after the experiment women have been much more affected by the experience than
men, as they reported that felt absorbed to the degree where
In this section, it is considered whether the sense of they lost the sense of space (U = 649.0, p = 0.000) and time
space and time loss after the end of the experiment is (U = 805.5, p = 0.000) (see Table 3).
due to the experimental session or it relates with per- This difference results from the influence of the VE and not
sonality attribute of the person. Thus, we compared the from the difference in the temperament or the predisposition
answers received to questions related with the self- of the two genders since, based on their statements prior to the
evaluation of the participants (on what extent they lose experiment, there was no statistically significant difference
the sense of space and time in real life), with the between genders with respect to sense of loss of space (U =
Pers Ubiquit Comput

Fig. 7 Avatars by emotions interaction for men and women, respectively

1173.5, p = 0.223) and time (U = 1158.5, p = 0.197) in the gained in the process. Thus, referencing of prior research un-
physical world. derpins the theoretical basis for the present, final, and compre-
hensive study. The experimental findings suggest that the
emotional responses caused by the avatars diverge significant-
6 Discussion ly with respect to the magnitude of their overall impact. The
curator yielded the lowest scores in emotional affective po-
This study investigates the dynamics of users’ interaction with tential (irrespective of positive/negative feelings); the guard/
the avatars of a curator, a museum security guard, and a museum warden is in the middle of the three; the visitor avatar,
visitor who narrate a compelling story in diverging registers who impersonates an informed laywoman, manages to stir the
and style. Our objective has been to map out the effect of the strongest emotions. According to a recent study, avatars of
respective virtual experiences and thereby draw conclusions professionals have more impact when their appearance ad-
on how to optimize the employment of VHs in Cultural heres to their role [25]. This could be an indication that pro-
Heritage-related VEs. fessionals’ expertise, especially when appearance foregrounds
At his point, it is deemed helpful to draw extensively on their status, is more persuasive. Parmar et al. [25] tested the
Sylaiou et al. [31] as this study provides the theoretical frame- effect of (in)congruence between avatars’ looks and roles:
work for the very same experimental setting, albeit in a small- physicians who were dressed casually were less accepted de-
er scale (pilot study). Excerpts of the literature review under- spite being “closer to the participants” in terms of image by
pinning the pilot study are included here, enriching the theo- being presented effectively like them. This does not imply,
retical discussion, which nevertheless extends well beyond though, that social distance is welcomed as such, but that
that initial framework, due to new issues arising and insights appearances matter when authoritative status of experts is

Table 2 Correlations of satisfaction after the experience

Spearman’s rho Satisfaction Similarity with Naturalness of Sense of Loss of sense of space/ Loss of sense of time/
from the the real avatar control presence in space awareness in the time awareness in the
experience museum mechanism the VE VE VE

Satisfaction from the 0.747** 0.136 (p = 0.165) 0.358** 0.200** (p = 0.041) 0.162 (p = 0.105
experience (p = 0.000) (p = 0.000)
Similarity with the real 0.437** (p = 0.000) 0.311** 0.129 (p = 0.191) − 0.241** (p = 0.013)
museum (p = 0.001)
Naturalness of avatar 0.516** − 0.241** (p = 0.029) − 0.241** (p = 0.013)
control mechanism (p = 0.001)
Sense of presence in the − 0.206** (p = 0.029) − 0.325** (p = 0.001)
VE
Loss of sense of 0.922** (p = 0.000)
space/space aware-
ness in the VE

**Correlation is significant at the 0.01 level (2-tailed)


Pers Ubiquit Comput

Table 3 Effect of the experiment on loss of sense of space-time for both genders

Space lost pre-experiment Space lost post-experiment Time lost pre-experiment Time lost post-experiment

Mean Mann-Whitney U p Mean Mann-Whitney U p Mean Mann-Whitney U p Mean Mann-Whitney U p

Male 1.96 1173.5 0.223 2.00 649.0 0.000 3.00 1158.5 0.197 1.89 805.5 0.000
Female 2.00 3.57 3.15 3.25

involved. Parmar et al. [25] study avatars of medical staff in a nevertheless provides a narration essentially of the same
scenario context in which accuracy of information is para- information-value compared the more expert VHs.
mount, while trustworthiness and expertise are crucial, in con- Embodied virtual agents’ role affects the very way they are
tradistinction to a VM setting where VHs convey affective perceived: peoples’ perception tends to ignore elements that
stories. This could reduce the significance attributed to ap- are incongruent or diverging from their perceived profile. In
pearances in this study. However, given the fact that avatars other words, people tend to filter out whatever contradicts
here assume different roles altogether (not simply other cloth- their expectations from embodied virtual agents, to the extent
ing), thus bolstering discrepancy from users’ expectations, of “ignoring information that is/are seemingly dissonant with
while professionalism (with concomitant visual signifiers) the stereotype” [17]. Differences in register, tone and vocab-
and by extension profession itself, are factors that affect cred- ulary used by the three avatars in this experiment that were
ibility, the research Parmar et al. is indeed relevant. expected to make their roles more persuasive as such, will be
Given that, the guard and the visitor avatars are almost thus further altered upon perception to match the stereotypes
identically dressed in terms of status signifiers; this could have of their assumed roles/identities.
eroded the former’s trustworthiness. The curator’s avatar This fact has its importance as it conveys the elasticity of
might also be perceived as casually dressed. However, this is perception, which adapts and edits input to match expecta-
deemed secondary, if not negligible, given the lack of a fixed tions. If anything, this is a testament to the significance of
stereotype especially relating to a curator’s appearance (e.g., how the design of VHs should take into account the expecta-
in contradistinction to physicians). In a nutshell, the curator’s tions attached to the avatars’ social characteristics. Despite the
and the guard’s appearance could have slightly stymied their fact that in this study, this automatic amplification and rejec-
acceptance. Nevertheless, this does not explain why the non- tion of input does not seemingly affect the findings, as avatars
expert visitor scored the higher values in terms of impact, with tend to cling to their roles, upon closer examination a different
a highly plausible explanation (at least in terms of contributing picture emerges: avatars like the curator and guard who are
factor) being the Expectancy Violations Theory [1] outlined expected to be impassionate and factual are involved in dra-
below. The visitor, being a more natural and unpretentious matic and charged recounting which could well be felt as a
figure, not only chimes with the role of the participants (there- contradiction, if not an unconvincing effort to insinuate
fore, unconsciously functioning and perceived as role model “themselves.” Their emotional impact was low in all proba-
or projected ideal self, within the microcosm of the experi- bility partly due to the phenomenon of selective and uncon-
mental setup context), but according to Expectancy Violations scious filtering-out of their emotionally charged forays into
Theory, amplifies positive responses by effectively embody- the participants’ intellect. To the contrary, the visitor who
ing a positive surprise, subverting expectations in an enjoy- could well be victim of the same process as a laywoman with
able and inspiring way. a proclivity to usurp the role of the erudite achieves the highest
The Expectancy Violations Theory [1] posits that when the scores in users’ acceptance. This seeming contradiction is re-
expectations form an agent with specific social characteristics, solved by the fact that visitor as such does not have a profes-
such as assumed expertise, are not met (e.g., when an expert sional role to contradict; therefore as a non-expert, she man-
provides unconvincing information or even appears visually ages to avoid the pitfalls of alienation generated by being
incongruent with her status or role), then strong negative emo- perceived as not living up to her role.
tions are elicited and distrust ensues as result. According to the The differentiation in participants’ responses according to
same theory (ibid), when expectations are exceeded as it is the gender is far from negligible and gender appears to be an
case when a non-specialist provides accounts showing surpris- important factor when evaluating the degree of effectiveness
ingly high expertise that is beyond their, e.g., professional of the VR experience [23]. Firstly, findings indicate that wom-
background, then an exceedingly positive response in terms en tended to show more intense emotions. Their emotional
of liking, credibility, and trust might be generated at the hu- responses to the visitor (a female VH) were particularly more
man actors’ level. Therefore, this factor can influence the re- prevalent especially in feelings related to empathy, such as
sponse towards the only non-specialist avatar who sadness. Interestingly, women scored lower values in the
Pers Ubiquit Comput

emotions that could be seen as self-referential and less empa- avatars devoid of explicit professional status could not only
thetic, namely, shame (seen as effect on the self-image) and function just as well, but all the more could be offering the
relief (as an emotional result which may relate to but is not optimal solution as they lend themselves for easier identifica-
necessarily mirroring the emotional state of the “other,” as is tion with emotional empathy and even a pleasurable “natural”
the case with “despair”). In a nutshell, participating women and approachable VH to interact with. Especially if the avatar
showed more empathy and related strongly to a more humane happens to personify an astute and informed visitor, partici-
and natural storyteller. Men unsurprisingly show similar to pant may even subconsciously look up to as an imaginary
women levels of admiration (an emotion that is neither clearly ideal self when users themselves undertake the role of a
an indication of empathy, nor an effect on the self, such as (virtual) museum visitor. With these thoughts in mind, a clear
shame) but, interestingly enough, feel admiration to a lesser suggestion for designers to look into the merits of using virtual
extent when addressed by the visitor in contradistinction to visitors or non-specialists as avatars introducing and
women. This could be a side effect of the tendency of men explaining artifacts in VMs is made here.
to align themselves to a greater extend with figures of author- A further study correlating gender of avatars and their roles
ity and power. Whether the prevalent emotional alignment of could be fruitful as in this instance; gender was taken into
female users with the visitor is fostered by the avatar’s gender account in relation to participants only. That would, for exam-
is open to interpretation, but enhances the hypothesis of iden- ple, shed light as to whether a male curator avatar would elicit
tification as fulcrum for increased engagement. same feelings and whether these emotions would diverge de-
Lastly, the visitor diffused and alleviated emotions of anger pending on users’ gender. In other words, there is scope in
and shame in comparison with the guard avatar—the two testing the impact of the avatars’ gender on users’ emotional
feelings where the former scored lower than the latter. This responses and moreover, do so, in correlation to the partici-
brings us to the case of the guard as a VH in between the two pants’ gender in a future study.
extremes of the visitor as a prodigious member of the public Moreover, a varied sample of users spanning from casual
and the curator as the uninspiring talking head as it were the visitors of actual museums to information seekers and even
guard occupies a middle ground between the dull authoritative experts with a keen investment in cultural heritage could pro-
and the refreshing novice as a person with a distinct profes- vide insights in how differing expectations from a (virtual)
sional role which, nevertheless, is manifestly exceeded as the museum visit affect responses. Another factor that conditions
warden undertakes the role of a knowledgeable expert. In this the efficacy of digital storytelling as such is the degree of emo-
sense, the guard is a surprise, nevertheless a dimmed one tional charge involved, issues of register and content, and last
given his professional relevance with the museum context. but not least congruence of storytellers with their narrative
These factors may explain his in between effectiveness. styles. As shown, aligning of virtual personas with pertinent
or effective styling choices is a delicate process. Things can
backfire or inspiring surprises may arise depending on de-
7 Conclusions and future research plans signers understanding and sensibility vis-à-vis the intricate in-
terrelations of avatars virtual roles, appearance, and perfor-
This paper presents the initial results of the experiment mance, in tandem with the users’ characteristics, motives, and
concerning the persuasiveness of various types of virtual needs. Therefore, this study underlines the importance of
guides in a VM environment. These high-detail human avatars aligning and fine-tuning narrative styles and contents to avatars,
(a female museum curator, a male museum security guard and which should correspond in terms of appearance to their roles,
a female visitor of the exhibition) narrate in different ways but nevertheless, designers should not shy away from assigning
(using scientific terms, underlining the courage, and highlight- roles typically reserved for experts, to non-experts such as the
ing the emotions, respectively) the dramatic story of the sculp- visitor VH in this study, as the findings indicate that this could
ture that depicts Arria et Pætus. We have tested the emotions enhance engagement and involvement.
of sadness/worry, distress, shame, anger, relief, and admira- Our study highlights several opportunities for further in-
tion participants have felt in each case, which provided in- vestigation. Firstly, a comparison amongst real to virtual nar-
sights in respect to how convincing every storyteller-avatar rators would be an aspect interesting to examine. The involve-
was and, more importantly, what specific effect every VH ment of a control group guided by real guides could shed light
seemed to have in terms of persuasion and emotional on the “real vs virtual” issue. Another factor worthwhile to
engagement. investigate would be the duration of the virtual guided tour
As Expectancy Violations Theory posits, virtual figures (our experiments only involved a “flat” 4-min duration) to
“with expertise” elicit negative responses or fail to have full gain insights on the fluctuation of engagement and fatigue
impact in terms of engagement when they disillusion in rela- over time.
tion to the expectations attached to their status. As this study Our future research plans also include the investigation of
suggests, roles should be observed and adhered to, albeit participants’ emotional responses in the presence of other
Pers Ubiquit Comput

immersed users [13], as well as partaking virtual visitors—as 14. Kim K, Maloney D, Bruder G, Bailenson JN, Welch GF (2017) The
effects of virtual human’s spatial and behavioral coherence with
non-player characters. This would presumably enhance the de-
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