The media equation: how people treat computers, television, and new media like real people and places
PRoP: personal roving presence
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
First steps towards mutually-immersive mobile telepresence
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Android as a telecommunication medium with a human-like presence
Proceedings of the ACM/IEEE international conference on Human-robot interaction
Bringing design considerations to the mobile phone and driving debate
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Influences on proxemic behaviors in human-robot interaction
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Embodied social proxy: mediating interpersonal connection in hub-and-satellite teams
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring use cases for telepresence robots
Proceedings of the 6th international conference on Human-robot interaction
Mobile remote presence systems for older adults: acceptance, benefits, and concerns
Proceedings of the 6th international conference on Human-robot interaction
"Now, i have a body": uses and social norms for mobile remote presence in the workplace
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A review of mobile robotic telepresence
Advances in Human-Computer Interaction
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In our field deployments of mobile remote presence (MRP) systems in offices, we observed that remote operators of MRPs often unintentionally spoke too loudly. This disrupted their local co-workers, who happened to be within earshot of the MRP system. To address this issue, we prototyped and empirically evaluated the effect of sidetone to help operators self regulate their speaking loudness. Sidetone is the intentional, attenuated feedback of speakers' voices to their ears while they are using a telecommunication device. In a 3-level (no sidetone vs. low sidetone vs. high sidetone) within- participants pair of experiments, people interacted with a confederate through an MRP system. The first experiment involved MRP operators using headsets with boom microphones (N=20). The second experiment involved MRP operators using loudspeakers and desktop microphones (N=14). While we detected the effects of the sidetone manipulation in our audio-visual context, the effect was attenuated in comparison to earlier audio-only studies. We hypothesize that the strong visual component of our MRP system interferes with the sidetone effect. We also found that engaging in more social tasks (e.g., a getting-to-know-you activity) and more intellectually demanding tasks (e.g., a creativity exercise) influenced how loudly people spoke. This suggests that testing such sidetone effects in the typical read-aloud setting is insufficient for generalizing to more interactive, communication tasks. We conclude that MRP application support must reach beyond the time honored audio-only technologies to solve the problem of excessive speaker loudness.