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Designing empathy:
the role of a control room in an e-learning environment


                                             Annie Gent竪s
                                            Marie Cambone
1- Introduction
1 Introduction | 2 | 3 | 4 | 5 | 6




    Existing litterature:
    CLCW: Computer-supported collaborative work
    CSCL: Computer-supported collaborative learning


    Lev Manovitch, 2001, p. 90:
    束 Cultural interfaces of the 1990s walk uneasy path between the
    richness of control provided in general purpose HCI, and the
    束 immersive 損 experience of traditional cultural objects such as books
    and movies 損
        => Control panel: virtual instrument panel




18-06-2012                             3                     IADIS e-learning 2012
1 Introduction | 2 | 3 | 4 | 5 | 6




  Our goal:
 To design an interface for a virtual class


  Our questions:
 . How can the system of representation support the feeling of empathy
 amongst participants through a delicate staging of space, people and
 of interactions within this space?
 . How can a participant get first a feeling of togetherness and second a
 feeling of empathy with other participants?




18-06-2012                              4                    IADIS e-learning 2012
1 Introduction | 2 | 3 | 4 | 5 | 6




  Our field:
 VUE a virtual class: a virtual environment, a collaborative, immersive
 and synchronous online service for professional training.


  2 interfaces:
 Interface conference : 1 teacher / 15-30 learners
 Interface work group: 4 learners




18-06-2012                             5                     IADIS e-learning 2012
1 Introduction | 2 | 3 | 4 | 5 | 6




   Student interface in conference mode, VUE
18-06-2012                                  6    IADIS e-learning 2012
Content




1- Introduction
2- Design questions
3- Design methodology
4- Description of the design proposition
5- Results and discussion
6- Conclusion




                          7
2- Design questions:
   Exploring visual solutions for empathy
1 | 2 Design question | 3 | 4 | 5 | 6




   Empathy is:
    The basis of intersubjectivity (Decety, 2002)
    Present in every interaction
    The simultaneous sharing of psychological states by the partners of
   an interaction and a cognitive ability to understand and internally see
   from others viewpoint.




18-06-2012                              9                   IADIS e-learning 2012
1 | 2 Design question | 3 | 4 | 5 | 6




   Our major challenges:
   How do the design choices allow for the feeling of empathy?
   1) How do we adjust different view points to different activities?
   2) How do we graphically represent the students? What types of
   avatars or photographic representations should we choose?
   To conclude, how do the design choices allow for the feeling of
   empathy?




18-06-2012                              10                     IADIS e-learning 2012
1 | 2 Design question | 3 | 4 | 5 | 6




   Our team:
    Information and communication researchers
    Designers
    Developers


    => We explored how empathy is supported by a multi-modal
   representation of self and others




18-06-2012                              11       IADIS e-learning 2012
3  Design methodology:
    media centered design and
  contradictory semiotic analysis




23-02-2012                12
1 | 2 | 3 Design methodology | 4 | 5 | 6




   Our methodology: Contradictory semiotic analysis:
    A semiotic analysis
    A study of the convergent effects of themes and the diverging effects
   of media
    A expansion of the concept of empathy
    2 stages




18-06-2012                                 13               IADIS e-learning 2012
1 | 2 | 3 Design methodology | 4 | 5 | 6




   1. A semiotic analysis of e-learning platforms
        Points analyzed: description of environments, presentation of
        actors, terms of interaction, possibilities of multiple points of view
       Results:
         - The dispersion of users in the representations of the class made
        it difficult to create a feeling of togetherness and empathy
         - Most platforms strive to strike a balance between the realistic 3D
        representation of the classroom and working tools.




18-06-2012                                 14                   IADIS e-learning 2012
1 | 2 | 3 Design methodology | 4 | 5 | 6




   2. The analysis of the concept of empathy in media
       How issues of self-representation, the representation of presence
        and management of multiple viewpoints have been aesthetically
        treated in:
        painting, photography, film, comics, video games, photo-novels,
        etc.
        We selected a number of elements for building a
        cinematographic grammar, then, we adapted them to our device




18-06-2012                                 15               IADIS e-learning 2012
1 | 2 | 3 Design methodology | 4 | 5 | 6




   User tests: About the graphic design
       Panel:
         - Employees working in different fields,
         - from 22 to 49 years-old
        Method:
         - The manipulation of a prototype,
         - a questionnaire
         - a focus group




18-06-2012                                 16       IADIS e-learning 2012
4- Description of the design proposition:
   VUE, a collaborative, immersive and
   synchronous online service




                          17
1 | 2 | 3 | 4 Description | 5 | 6




   Teacher interface in conference mode, VUE
18-06-2012                                  18   IADIS e-learning 2012
1 | 2 | 3 | 4 Description | 5 | 6




   Student interface in conference mode, VUE
18-06-2012                                  19   IADIS e-learning 2012
1 | 2 | 3 | 4 Description | 5 | 6




   Student interface in lecture, VUE
18-06-2012                               20   IADIS e-learning 2012
1 | 2 | 3 | 4 Description | 5 | 6




   Teacher interface in lecture, VUE
18-06-2012                               21   IADIS e-learning 2012
5- Results and discussion




                            22
1 | 2 | 3 | 4 | 5 Results and discussion | 6




   The semiotic analysis of e-learning platforms
       None of them recreates a classroom atmosphere
       None of them represents whispers and background noises


   Our visual solutions:
       Offer different plans thanks to the angles of camera
       A video control room that provides the users with different
        viewpoints




18-06-2012                                     23              IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 Results and discussion | 6


                                                      An omniscient viewpoint
                                                      -From the back, in an
                                                      omniscient view point
                                                      - The avatar in the
                                                      classroom: stimulating
                                                      maximum immersion




Student interface in conference mode, VUE




  18-06-2012                                     24             IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 Results and discussion | 6


                                                      Representation of the
                                                      students
                                                      - It is not necessary to
                                                      represent everybody in
                                                      great detail.
                                                      - Representing the
                                                      classroom allows not to
                                                      feel alone




Student interface in conference mode, VUE




  18-06-2012                                     25              IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 Results and discussion | 6


                                                      Visual effects to
                                                      simulate the feeling of
                                                      togetherness
                                                      -offer the equivalent of a
                                                      video control room that
                                                      provides the users with
                                                      different viewpoints on
                                                      the same situation.
                                                      - empower users to
                                                      choose the relevant point
                                                      of view, as if choosing
                                                      from different cameras.
Student interface in conference mode, VUE




  18-06-2012                                     26              IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 Results and discussion | 6


                                                      A semiotic
                                                      construction used in
                                                      comics and photo-
                                                      novel
                                                      - Shot: view from the
                                                      rostrum to the students:
                                                      the upper zone
                                                      - Reverse-shots: lower
                                                      zone




Teacher interface in conference mode, VUE




  18-06-2012                                     27              IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 Results and discussion | 6


                                                      All the teacher tools in
                                                      one screen
                                                      - Too complicated to
                                                      change the angle of
                                                      camera
                                                      - No blind spot




Teacher interface in conference mode, VUE




  18-06-2012                                     28              IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 Results and discussion | 6




 The necessity of a control room:
 - The control room in television broadcast is the place where the
 video feeds from the different cameras can be watched. The
 production team selects the video feed that is going to be broadcasted
 by TV channels.

  The digital control room
 - The user select the 束 camera 損 that she sees as better fitting ther
 need to undestand the situation.
 - A visual tool affecting the way the information is accessed.




18-06-2012                                     29             IADIS e-learning 2012
6- Conclusion




                30
1 | 2 | 3 | 4 | 5 | 6 conclusion




  Media centered design methodology:
 - Not enough to study how people interact in the real world
 -Offers visual solutions to promote empathy and the feeling of
 togetherness


  => Confronting media and importing visual grammars frome one
 media to another




18-06-2012                            31                     IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 | 6 conclusion




  The design challenge:
 - The experimentation shows that the users felt more involved in the
 learning process with different viewpoints.
 - To propose a king of control room to promote a feeling of
 togetherness


  But
 - How do we organize the feeling of togetherness without creating a
 feeling of distraction?
 - An interface too elaborate or associated with a video game can
 actually be detrimental to the overall attention of the learners.




18-06-2012                            32                    IADIS e-learning 2012
1 | 2 | 3 | 4 | 5 | 6 conclusion




 Future research projects:
 -Concept of modularity
   => To explore the way to channel the attention of the learner by
 visual effects.




18-06-2012                         33                   IADIS e-learning 2012
Thank you for your attention




                      Annie Gent竪s: annie.gentes@telecom-paristch.fr
                        Marie Cambone: marie.cambone@gmail.com

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IADIS e-learning conference

  • 1. Designing empathy: the role of a control room in an e-learning environment Annie Gent竪s Marie Cambone
  • 3. 1 Introduction | 2 | 3 | 4 | 5 | 6 Existing litterature: CLCW: Computer-supported collaborative work CSCL: Computer-supported collaborative learning Lev Manovitch, 2001, p. 90: 束 Cultural interfaces of the 1990s walk uneasy path between the richness of control provided in general purpose HCI, and the 束 immersive 損 experience of traditional cultural objects such as books and movies 損 => Control panel: virtual instrument panel 18-06-2012 3 IADIS e-learning 2012
  • 4. 1 Introduction | 2 | 3 | 4 | 5 | 6 Our goal: To design an interface for a virtual class Our questions: . How can the system of representation support the feeling of empathy amongst participants through a delicate staging of space, people and of interactions within this space? . How can a participant get first a feeling of togetherness and second a feeling of empathy with other participants? 18-06-2012 4 IADIS e-learning 2012
  • 5. 1 Introduction | 2 | 3 | 4 | 5 | 6 Our field: VUE a virtual class: a virtual environment, a collaborative, immersive and synchronous online service for professional training. 2 interfaces: Interface conference : 1 teacher / 15-30 learners Interface work group: 4 learners 18-06-2012 5 IADIS e-learning 2012
  • 6. 1 Introduction | 2 | 3 | 4 | 5 | 6 Student interface in conference mode, VUE 18-06-2012 6 IADIS e-learning 2012
  • 7. Content 1- Introduction 2- Design questions 3- Design methodology 4- Description of the design proposition 5- Results and discussion 6- Conclusion 7
  • 8. 2- Design questions: Exploring visual solutions for empathy
  • 9. 1 | 2 Design question | 3 | 4 | 5 | 6 Empathy is: The basis of intersubjectivity (Decety, 2002) Present in every interaction The simultaneous sharing of psychological states by the partners of an interaction and a cognitive ability to understand and internally see from others viewpoint. 18-06-2012 9 IADIS e-learning 2012
  • 10. 1 | 2 Design question | 3 | 4 | 5 | 6 Our major challenges: How do the design choices allow for the feeling of empathy? 1) How do we adjust different view points to different activities? 2) How do we graphically represent the students? What types of avatars or photographic representations should we choose? To conclude, how do the design choices allow for the feeling of empathy? 18-06-2012 10 IADIS e-learning 2012
  • 11. 1 | 2 Design question | 3 | 4 | 5 | 6 Our team: Information and communication researchers Designers Developers => We explored how empathy is supported by a multi-modal representation of self and others 18-06-2012 11 IADIS e-learning 2012
  • 12. 3 Design methodology: media centered design and contradictory semiotic analysis 23-02-2012 12
  • 13. 1 | 2 | 3 Design methodology | 4 | 5 | 6 Our methodology: Contradictory semiotic analysis: A semiotic analysis A study of the convergent effects of themes and the diverging effects of media A expansion of the concept of empathy 2 stages 18-06-2012 13 IADIS e-learning 2012
  • 14. 1 | 2 | 3 Design methodology | 4 | 5 | 6 1. A semiotic analysis of e-learning platforms Points analyzed: description of environments, presentation of actors, terms of interaction, possibilities of multiple points of view Results: - The dispersion of users in the representations of the class made it difficult to create a feeling of togetherness and empathy - Most platforms strive to strike a balance between the realistic 3D representation of the classroom and working tools. 18-06-2012 14 IADIS e-learning 2012
  • 15. 1 | 2 | 3 Design methodology | 4 | 5 | 6 2. The analysis of the concept of empathy in media How issues of self-representation, the representation of presence and management of multiple viewpoints have been aesthetically treated in: painting, photography, film, comics, video games, photo-novels, etc. We selected a number of elements for building a cinematographic grammar, then, we adapted them to our device 18-06-2012 15 IADIS e-learning 2012
  • 16. 1 | 2 | 3 Design methodology | 4 | 5 | 6 User tests: About the graphic design Panel: - Employees working in different fields, - from 22 to 49 years-old Method: - The manipulation of a prototype, - a questionnaire - a focus group 18-06-2012 16 IADIS e-learning 2012
  • 17. 4- Description of the design proposition: VUE, a collaborative, immersive and synchronous online service 17
  • 18. 1 | 2 | 3 | 4 Description | 5 | 6 Teacher interface in conference mode, VUE 18-06-2012 18 IADIS e-learning 2012
  • 19. 1 | 2 | 3 | 4 Description | 5 | 6 Student interface in conference mode, VUE 18-06-2012 19 IADIS e-learning 2012
  • 20. 1 | 2 | 3 | 4 Description | 5 | 6 Student interface in lecture, VUE 18-06-2012 20 IADIS e-learning 2012
  • 21. 1 | 2 | 3 | 4 Description | 5 | 6 Teacher interface in lecture, VUE 18-06-2012 21 IADIS e-learning 2012
  • 22. 5- Results and discussion 22
  • 23. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 The semiotic analysis of e-learning platforms None of them recreates a classroom atmosphere None of them represents whispers and background noises Our visual solutions: Offer different plans thanks to the angles of camera A video control room that provides the users with different viewpoints 18-06-2012 23 IADIS e-learning 2012
  • 24. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 An omniscient viewpoint -From the back, in an omniscient view point - The avatar in the classroom: stimulating maximum immersion Student interface in conference mode, VUE 18-06-2012 24 IADIS e-learning 2012
  • 25. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 Representation of the students - It is not necessary to represent everybody in great detail. - Representing the classroom allows not to feel alone Student interface in conference mode, VUE 18-06-2012 25 IADIS e-learning 2012
  • 26. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 Visual effects to simulate the feeling of togetherness -offer the equivalent of a video control room that provides the users with different viewpoints on the same situation. - empower users to choose the relevant point of view, as if choosing from different cameras. Student interface in conference mode, VUE 18-06-2012 26 IADIS e-learning 2012
  • 27. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 A semiotic construction used in comics and photo- novel - Shot: view from the rostrum to the students: the upper zone - Reverse-shots: lower zone Teacher interface in conference mode, VUE 18-06-2012 27 IADIS e-learning 2012
  • 28. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 All the teacher tools in one screen - Too complicated to change the angle of camera - No blind spot Teacher interface in conference mode, VUE 18-06-2012 28 IADIS e-learning 2012
  • 29. 1 | 2 | 3 | 4 | 5 Results and discussion | 6 The necessity of a control room: - The control room in television broadcast is the place where the video feeds from the different cameras can be watched. The production team selects the video feed that is going to be broadcasted by TV channels. The digital control room - The user select the 束 camera 損 that she sees as better fitting ther need to undestand the situation. - A visual tool affecting the way the information is accessed. 18-06-2012 29 IADIS e-learning 2012
  • 31. 1 | 2 | 3 | 4 | 5 | 6 conclusion Media centered design methodology: - Not enough to study how people interact in the real world -Offers visual solutions to promote empathy and the feeling of togetherness => Confronting media and importing visual grammars frome one media to another 18-06-2012 31 IADIS e-learning 2012
  • 32. 1 | 2 | 3 | 4 | 5 | 6 conclusion The design challenge: - The experimentation shows that the users felt more involved in the learning process with different viewpoints. - To propose a king of control room to promote a feeling of togetherness But - How do we organize the feeling of togetherness without creating a feeling of distraction? - An interface too elaborate or associated with a video game can actually be detrimental to the overall attention of the learners. 18-06-2012 32 IADIS e-learning 2012
  • 33. 1 | 2 | 3 | 4 | 5 | 6 conclusion Future research projects: -Concept of modularity => To explore the way to channel the attention of the learner by visual effects. 18-06-2012 33 IADIS e-learning 2012
  • 34. Thank you for your attention Annie Gent竪s: annie.gentes@telecom-paristch.fr Marie Cambone: marie.cambone@gmail.com