Key points are not available for this paper at this time.
When designing the behavior of embodied, computer-controlled, human-like virtual agents (VA) serving as temporarily required assistants in virtual reality applications, two linked factors have to be considered: the time the VA is visible in the scene, defined as presence time (PT), and the time till the VA is actually available for support on a user's calling, defined as approaching time (AT). Complementing a previous research on behaviors with a low VA's PT, we present the results of a controlled within-subjects study investigating behaviors by which the VA is always visible, i.e., behaviors with a high PT. The two behaviors affecting the AT tested are: following, a design in which the VA is omnipresent and constantly follows the users, and busy, a design in which the VA is self-reliantly spending time nearby the users and approaches them only if explicitly asked for. The results indicate that subjects prefer thefollowing VA, a behavior which also leads to slightly lower execution times compared to busy.
Bönsch et al. (Fri,) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: