WEB-BASED VR EXPERIMENTS POWERED BY THE CROWD Xiao Ma [1,2] Megan - - PowerPoint PPT Presentation

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WEB-BASED VR EXPERIMENTS POWERED BY THE CROWD Xiao Ma [1,2] Megan - - PowerPoint PPT Presentation

WEB-BASED VR EXPERIMENTS POWERED BY THE CROWD Xiao Ma [1,2] Megan Cackett [2] Leslie Park [2] Eric Chien [1,2] Mor Naaman [1,2] The Web Conference 2018 [1] Social Technologies Lab, Cornell Tech [2] Cornell University xiao@jacobs.cornell.edu |


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SLIDE 1

WEB-BASED VR EXPERIMENTS POWERED BY THE CROWD

[1] Social Technologies Lab, Cornell Tech [2] Cornell University

xiao@jacobs.cornell.edu | maxiao.info

The Web Conference 2018 Mor Naaman[1,2] Megan Cackett[2] Leslie Park[2] Xiao Ma[1,2] Eric Chien[1,2]

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SLIDE 2

VIRTUAL REALITY

3

The Big Bang Theory S9E20

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SLIDE 3

A VISION

4

+ =

Crowdsourcing Virtual Reality (VR)

?

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SLIDE 4

COMBINING THE BEST OF BOTH WORLDS

5

Virtual Reality (as of 2017) Crowdsourcing Crowdsourced VR (this work) Manipulation Realism Measurement Granularity Participant Diversity Reproducibility

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SLIDE 5

COMBINING THE BEST OF BOTH WORLDS

6

Virtual Reality (as of 2017) Crowdsourcing Crowdsourced VR (this work) Manipulation Realism + High

  • Low

Measurement Granularity + High

  • Low

Participant Diversity

  • Low

+ High Reproducibility

  • Low

+ High

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SLIDE 6

COMBINING THE BEST OF BOTH WORLDS

7

Virtual Reality (as of 2017) Crowdsourcing Crowdsourced VR (this work) Manipulation Realism + High

  • Low

+ High Measurement Granularity + High

  • Low

+ High Participant Diversity

  • Low

+ High + High Reproducibility

  • Low

+ High + High

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SLIDE 7

HOW

8

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SLIDE 8

RESEARCH QUESTIONS

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RQ1: Are there VR-eligible reachable workers? RQ2: What is a good user flow? RQ3: What types of experiment manipulations can we deliver remotely? RQ4: What are the limitations and challenges?

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SLIDE 9

CONTRIBUTIONS

10

  • 1. Validated a VR-eligible panel of 242 workers
  • 2. Implemented a user flow between desktop and VR
  • 3. Replicated three previous studies with different

experiment manipulation remotely

  • 4. Limitations and challenges

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 10

OUTLINE

11

  • 1. Validated a VR-eligible panel of 242 workers
  • 2. Implemented a user flow between desktop and VR
  • 3. Replicated three previous studies with different

experiment manipulation remotely

  • 4. Limitations and challenges

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 11

Please take a picture of your device with lasts 4 digits of your worker ID handwritten on a piece of paper in view.

CONSTRUCTING VR-READY PANEL

12

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SLIDE 12

N = 242

(MORE) DIVERSE PARTICIPANTS

13

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N = 242

(MORE) DIVERSE PARTICIPANTS

14

WHITE ASIAN BLACK OTHER

0% 25% 50% 75% 100%

10% 6% 14% 70% MALE FEMALE*

0% 25% 50% 75% 100%

39% 61% SUBURBAN URBAN RURAL

0% 25% 50% 75% 100%

18% 30% 52% U.S. OTHER

0% 25% 50% 75% 100%

10% 90% HIGH SCHOOL OR BELOW SOME / 2-YEAR COLLEGE BACHELOR'S MASTER'S AND ABOVE

10% 32.5%

13% 29% 29% 14% BELOW $30K $30K - $80K ABOVE $80K

0% 25% 50% 75%

22% 57% 21%

Age: 18 - 78 (Median 32)

* One worker self-identified as “other”.

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SLIDE 14

OUTLINE

15

  • 1. Validated a VR-eligible panel of 242 workers
  • 2. Implemented a user flow between desktop and VR
  • 3. Replicated three previous studies with different

experiment manipulation remotely

  • 4. Limitations and challenges

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 15

DESIGN GOALS OF USER FLOW

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Usable

Direct workers to participate in VR and complete survey on desktop

Web-Based

Allows for online data collection and thus remote participation

Low Technical Barrier

Allows for easier replication and adaptation

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SLIDE 16

17

https://facebook.github.io/react-vr/ https://nodejs.org/en/

+

TECHNICAL PLATFORM CHOICE

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 17

FLOW

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Worker accepts task through Amazon Mechanical Turk Worker completes experiment in VR

VR Web App URL

Worker answers survey in Qualtrics

Verification Code 1

Experimenter approves payment

Verification Code 2

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SLIDE 18

OUTLINE

19

  • 1. Validated a VR-eligible panel of 242 workers
  • 2. Implemented a user flow between desktop and VR
  • 3. Replicated three previous studies with different

experiment manipulation remotely

  • 4. Limitations and challenges

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 19

MODELS OF ILLUSIONS IN VR

20

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SLIDE 20

MODELS OF ILLUSIONS IN VR

21

Gonzalez-Franco, M., & Lanier, J. (2017). Model of Illusions and Virtual Reality. Frontiers in psychology, 8, 1125.

Place Illusion

A user’s feeling of being transported into the rendered environment

Embodiment Illusion

A user’s feeling of experiencing the virtual world through an avatar

Plausibility Illusion

A user’s feeling that events happening in the virtual world are real

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SLIDE 21

MODELS OF ILLUSIONS IN VR

22

Place Illusion

A user’s feeling of being transported into the rendered environment

Embodiment Illusion

A user’s feeling of experiencing the virtual world through an avatar

Plausibility Illusion

A user’s feeling that events happening in the virtual world are real Study 1: Restorative Effects of Virtual Environments [Valtchanov et al. 2010], N = 22 (original) v.s. 55 (ours) Study 2: Proteus Effect [Yee and Bailenson, 2007], N = 50 (original) v.s. 59 (ours) Study 3: Drawing Power of Crowds [Milgram et al. 1969], N = 1,424 (original) v.s. 56 (ours)

Gonzalez-Franco, M., & Lanier, J. (2017). Model of Illusions and Virtual Reality. Frontiers in psychology, 8, 1125.

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SLIDE 22

MODELS OF ILLUSIONS IN VR

23

Place Illusion

A user’s feeling of being transported into the rendered environment

Embodiment Illusion

A user’s feeling of experiencing the virtual world through an avatar

Plausibility Illusion

A user’s feeling that events happening in the virtual world are real

Gonzalez-Franco, M., & Lanier, J. (2017). Model of Illusions and Virtual Reality. Frontiers in psychology, 8, 1125.

Study 1: Restorative Effects of Virtual Environments [Valtchanov et al. 2010], N = 22 (original) v.s. 55 (ours) Study 2: Proteus Effect [Yee and Bailenson, 2007], N = 50 (original) v.s. 59 (ours) Study 3: Drawing Power of Crowds [Milgram et al. 1969], N = 1,424 (original) v.s. 56 (ours)

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SLIDE 23

24

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SLIDE 24

STUDY 2: PROTEUS EFFECT

25

Van Der Heide, Brandon, et al. "The Proteus effect in dyadic communication: Examining the effect of avatar appearance in computer-mediated dyadic interaction." Communication Research 40.6 (2013): 838-860.

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SLIDE 25

26

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STUDY 3: DRAWING POWER OF CROWDS

27

Milgram, S., Bickman, L., & Berkowitz, L. (1969). Note on the drawing power of crowds of different size. Journal

  • f personality and social psychology, 13(2), 79.

N = 1,424

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SLIDE 27

STUDY 3: DRAWING POWER OF CROWDS

28

Milgram, S., Bickman, L., & Berkowitz, L. (1969). Note on the drawing power of crowds of different size. Journal

  • f personality and social psychology, 13(2), 79.

N = 1,424

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SLIDE 28

29

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SLIDE 29

RESULTS

30

Front Default Field of View (101°) Divided Into Four Zones Zone 1 Zone 2 Zone 3 Zone 4

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SLIDE 30

FOUR CONDITIONS

31

Size of stimulus crowd Zero Low Medium High

Participant Male avatar Female avatar

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SLIDE 31

GAZE* DISTRIBUTION

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Size of stimulus crowd Zero (N = 15) Low (N = 15) Medium (N = 13) High (N = 13)

Participant Male avatar Female avatar

0% 100%

* Head rotation used as a proxy for gaze.

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SLIDE 32

GAZE* DISTRIBUTION

33

Size of stimulus crowd

Participant Male avatar Female avatar

0% 100%

60% 8% 14% 18%

* Head rotation used as a proxy for gaze.

Zero (N = 15) Low (N = 15) Medium (N = 13) High (N = 13)

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SLIDE 33

GAZE* DISTRIBUTION

34

Size of stimulus crowd

Participant Male avatar Female avatar

0% 100%

60% 8% 14% 18% 54% 12% 12% 22% 47% 13% 16% 24% 47% 14% 16% 23% *** statistically significant

* Head rotation used as a proxy for gaze.

Zero (N = 15) Low (N = 15) Medium (N = 13) High (N = 13)

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SLIDE 34

RECAP

35

Place Illusion

A user’s feeling of being transported into the rendered environment

Embodiment Illusion

A user’s feeling of experiencing the virtual world through an avatar

Plausibility Illusion

A user’s feeling that events happening in the virtual world are real Study 1: Restorative Effects of Virtual Environments [Valtchanov et al. 2010], 22 (original) v.s. 55 (ours) Study 2: Proteus Effect [Yee and Bailenson, 2007], 50 (original) v.s. 59 (ours) Study 3: Drawing Power of Crowds [Milgram et al. 1969], 1,424 (original) v.s. 56 (ours)

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 35

DISCUSSION

36

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SLIDE 36

COMBINING THE BEST OF BOTH WORLDS

37

Virtual Reality (as of 2017) Crowdsourcing Crowdsourced VR (this work) Manipulation Realism + High

  • Low

+ High Measurement Granularity + High

  • Low

+ High Participant Diversity

  • Low

+ High + High Reproducibility

  • Low

+ High + High

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SLIDE 37
  • 1. MANIPULATION REALISIM

38

Place Illusion Embodiment Illusion Plausibility Illusion

Illusion Delivered Illusion Delivered Illusion Delivered Study 1: Restorative Effects of Virtual Environments [Valtchanov et al. 2010], N = 22 (original) v.s. 55 (ours) Study 2: Proteus Effect [Yee and Bailenson, 2007], N = 50 (original) v.s. 59 (ours) Study 3: Drawing Power of Crowds [Milgram et al. 1969], N = 1,424 (original) v.s. 56 (ours)

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SLIDE 38
  • 2. MEASUREMENT GRANULARITY

39

Place Illusion Embodiment Illusion Plausibility Illusion

Illusion Delivered Illusion Delivered Illusion Delivered Head Rotation Study 1: Restorative Effects of Virtual Environments [Valtchanov et al. 2010], N = 22 (original) v.s. 55 (ours) Study 2: Proteus Effect [Yee and Bailenson, 2007], N = 50 (original) v.s. 59 (ours) Study 3: Drawing Power of Crowds [Milgram et al. 1969], N = 1,424 (original) v.s. 56 (ours)

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SLIDE 39

N = 242

  • 3. PARTICIPANT DIVERSITY

40

WHITE ASIAN BLACK OTHER

0% 25% 50% 75% 100%

10% 6% 14% 70% MALE FEMALE*

0% 25% 50% 75% 100%

39% 61% SUBURBAN URBAN RURAL

0% 25% 50% 75% 100%

18% 30% 52% U.S. OTHER

0% 25% 50% 75% 100%

10% 90% HIGH SCHOOL OR BELOW SOME / 2-YEAR COLLEGE BACHELOR'S MASTER'S AND ABOVE

10% 32.5%

13% 29% 29% 14% BELOW $30K $30K - $80K ABOVE $80K

0% 25% 50% 75%

22% 57% 21%

Age: 18 - 78 (Median 32)

* One worker self-identified as “other”.

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SLIDE 40
  • 4. REPRODUCIBILITY

41

Place Illusion Embodiment Illusion Plausibility Illusion

Illusion Delivered Illusion Delivered Illusion Delivered Replicated Partially replicated Didn’t replicate Head Rotation Study 1: Restorative Effects of Virtual Environments [Valtchanov et al. 2010], N = 22 (original) v.s. 55 (ours) Study 2: Proteus Effect [Yee and Bailenson, 2007], N = 50 (original) v.s. 59 (ours) Study 3: Drawing Power of Crowds [Milgram et al. 1969], N = 1,424 (original) v.s. 56 (ours)

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SLIDE 41
  • 4. REPRODUCIBILITY

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  • $8 per task (study participation)
  • $1,374 for 201 participants (50%

reduction, estimating $3,600 for the same in-lab studies)

  • No equipment cost

Cheaper

  • 201 study participation within a week
  • Compared to three weeks estimation

(67% reduction, estimating 10 in-lab studies per day)

  • ~20 min per task

Faster

  • Pure web-based
  • JavaScript easy to learn
  • Open sourced

Easier

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 42

CONTRIBUTIONS

43

  • 1. Validated a VR-eligible panel of 242 workers
  • 2. Implemented a user flow between desktop and VR
  • 3. Replicated three previous studies with different

experiment manipulation remotely

  • 4. Limitations and challenges

Source code and data are available at: bit.ly/VRCrowdExperiments

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SLIDE 43

THE (LONG-DUE) PROMISE OF VIRTUAL REALITY

44

Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13(2), 103-124.

… replications, or at least near-perfect replications, become quite possible.

” “

… allow for more representative sampling. Whole experiments can be carried out concurrently in multiple laboratories via networked collaboratories. ... provide a compelling sense of personal, social, and environmental presence for users, while allowing the investigator near-perfect control over the experimental environment and actions within it.

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SLIDE 44

A VISION

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Scaling Replicable VR Studies

Source code and data are available at: bit.ly/VRCrowdExperiments

+ =

Crowdsourcing Virtual Reality (VR)

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SLIDE 45

THANK YOU

46

Mor Naaman[1,2]

[1] Social Technologies Lab, Cornell Tech [2] Cornell University

Megan Cackett[2] Leslie Park[2] Xiao Ma[1,2] Eric Chien[1,2]

We thank the crowdworkers who participated in our studies, and Oculus for providing the equipment used for developing the studies. We thank Dan Goldstein, Jake Hofman and Sid Suri for early feedback and direction.

Source code and data are available at: bit.ly/VRCrowdExperiments

This work is partially supported by Oath through the Connected Experiences Lab at Cornell Tech.