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The impact of eye gaze on communication using humanoid avatars
The Impact of Eye Gaze
on Communication using Humanoid Avatars
Maia Garau +, Mel Slater +, Simon Bee * 1, Martina Angela Sasse +
+ Department of Computer Science
University College London (UCL)
Gower St., London, WC1E 6BT, UK
{m.garau | m.slater | a.sasse}@cs.ucl.ac.uk
* MLB3/7
BT Labs.
Martlesham Heath
Ipswich, IP5 3RE, UK
ABSTRACT
In this paper we describe an experiment designed to
investigate the importance of eye gaze in humanoid
avatars representing people engaged in conversation. We
compare responses to dyadic conversations in four
mediated conditions: video, audio-only, and two avatar
conditions. The avatar conditions differed only in their
treatment of eye gaze. In the random-gaze condition the
avatar’s head and eye animations were unrelated to
conversational flow. In the informed-gaze condition, they
were related to turn-taking during the conversation. The
head animations were tracked and the eye animations were
inferred from the audio stream. Our comparative analysis
of 100 post-experiment questionnaires showed that the
random-gaze avatar did not improve on audio-only
communication. The informed-gaze avatar significantly
outperformed the random-gaze model and also
outperformed audio-only on several response measures.
We conclude that an avatar whose gaze behaviour is
related to the conversation provides a marked
improvement on an avatar that merely exhibits liveliness.
Keywords
Avatars, gaze, collaborative virtual environments (CVEs),
computer-mediated communication (CMC), mediated
communication, nonverbal behaviours.
INTRODUCTION
This paper describes an experiment to assess the extent to
which avatars are important in enhancing the quality of
communication in remote meetings. In particular we
consider the importance of gaze behaviour in increasing
the expressive potential of avatars.
Research in videoconferencing has been driven by the
premise that adding visual information should increase the
communicative bandwidth of mediated interaction [23].
Though
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