Collaborative Voting with Mice and Laser Pointers in a Cooperative Setting Hussain Tinwala Dept. of Computer Science and Engineering, York University 4700 Keele Street, Toronto, Ontario M3J 1P3 [email protected] the responses engaged the audience in an active way.

ABSTRACT

Voting has been used to measure consensus for many years. This paper investigates how voting can be used collaboratively in a cooperative setting such as an office meeting. Specifically, an investigation was carried out to observe the effect of using different pointing devices (mouse and laser pointer) for casting a vote. Results suggest that the laser pointer provides a higher degree of awareness and promotes discussion between participants.

Similarly, such systems have also been used in educational settings. One example is a classroom where the instructor and the students are co-located, often with a large screen that serves as a reference point of the discussion. The instructor can ask a question and receive student opinions through a voting system, which is then represented graphically on the screen allowing the instructor to get a better feel of student opinions and tailor his delivery accordingly. [3]

Author Keywords

Co-located voting, collaboration, mouse, laser pointer, cooperation.

Collaborative voting or rating systems have also been exploited in meetings to measure group consensus and navigate the discussion. Some of these systems use small handheld devices [2] in order to preserve participant anonymity.

ACM Classification Keywords

H5.3. Group and Organization Interfaces: Collaborative computing.

Although the aforementioned applications are useful, they serve to aggregate individual opinions that are then used to represent group opinion. The modern day workplace often involves cooperation, negotiation, and competition when discussing pertinent issues. Each participant makes a ‘selection’ based on arguments that have been made and/or heard using language as the primary medium of communication. In the software industry, such discussions are commonplace when deciding on the feature set of a software package.

INTRODUCTION

Traditional meetings are increasingly being complemented with technology. Although promising, some of these technologies hinder collaboration primarily because the tools are not designed with multiple users in mind. Furthermore, multiuser tools face many challenges because the GUI was originally designed as a single user interface. In this paper, we investigate how different pointing devices (mice and laser pointers) can affect collaboration between participants on a single shared display.

In this paper, we investigate how collaboration is affected in a cooperative setting. We focus on the social behaviors elicited and the evolution of dialogue between participants when they cooperate with one another using language in order to make decisions that would benefit the group as a whole. Furthermore, we investigate if using different kinds of pointing devices affects group dynamics.

Current Trends in Collaborative Voting on Large Display Systems

Collaborative voting on shared displays has gained momentum in the recent past. At SIGGRAPH 2004 [4], a large audience (about 1000 voters) voted on a projected image using laser pointers in response to 3D demo videos. This interaction was used to determine the most popular 3D video in the audience’s opinion. Unlike traditional passive entertainment delivery, the instant feedback generated by

Collaborative Voting in a Cooperative Setting

Cooperative voting requires participants to communicate with one another in order to determine their best option(s). When interacting in a group, participants build an awareness of other group members. By awareness, we mean the extent to which one has knowledge or perception of one’s surrounding situation. In a group meeting, awareness refers to the extent to which a participant is knowledgeable of his or her partners, their thoughts and ideas, and the state of other artifacts in the room; for example, are the lights

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switched on or not? Different pointing devices can influence the level of awareness that participants experience, which in turn can influence the social behaviors that are observed. In the following study, we investigate how a mouse and a laser pointer can influence participant’s social behaviors when cooperating as a group. This includes the amount of discussion prior to making a selection, the extent to which cooperation takes place, and so on. We also investigate whether participants that initiate the discussion are also the first to cast their vote. Cooperative voting is commonly found in most workplaces where two or more members communicate their ideas to make one or more selections. Sometimes, the communicating parties find common ground and are quick to make a decision. Other times, there are disagreements and typically, this is followed by a sequence of eliminations until some form of consensus is reached. METHODOLOGY The Task

The task we used to simulate voting that involved cooperation was a trivia game. The underlying activity is similar in nature to many natural meeting scenarios cooperating to make a selection or to eliminate and narrow down available options. Participants engage in a game of trivia questions. Figure 1 shows a sample question. Each question is associated with nine options.

influenced the choice of nine options and three selections, and therefore, exactly three participants per group. Each participant made a single selection per question and no two participants were allowed to make the same selection. This restriction was enforced to encourage discussion and to emphasize the cooperative aspect of the experiment. Instead of agreeing on one option, participants agreed on three likely options so that they could maximize the probability of selecting the right answer. The game was divided into two parts. Participants responded to ten questions for the mouse condition, and another ten for the laser condition. Perhaps the most important aspect of the interface was to provide appropriate feedback. Two pieces of information were presented at the end of each question: the current score and the correct answer to the previous question. These were important as they helped keep participants motivated and eager to answer the next question. Much of the needed data to study the behavioral patterns was not easy to aggregate using a computer system alone, for example, the number of words spoken by each participant. As a result, participants were video recorded during the experiment. Later, this data was analyzed and tabulated into quantifiable measures. Participants

We recruited twelve volunteer participants (9 male, 3 female) in groups of three from the local university campus. All participants were right handed and ranged in age from 18 to 40 (mean = 27, sd = 6.09). Nine of the twelve participants were graduate students in computer science. The remaining three were undergraduate students in various disciplines. Three of the participants had previously used MULTI while the remaining nine reported no prior experience with the system. Apparatus Introducing MULTI

Figure 1. The interface of the trivia game. Each question is associated with nine options. Selection constitutes clicking within one of the nine gray regions. The color of an option changes from dark gray to light gray upon selection. The option in row 2, column 1 is selected.

The goal of the group was to select the three most likely options, either by reaching consensus on each or by elimination – the precise method used was left up to the group dynamic that took place. Due to some technical limitations of MULTI, the maximum number of laser pointers that could (easily) be supported was 3. This

MULTI (Multi-User Laser Table Interface) is an interactive system that consists of interactive walls and a table (see Figure 2). The system is designed to support multiple users allowing interaction with multiple pointing devices such as mice, lasers, or styli for pen-based interaction. The main intent of this system is to provide rich interaction and support collaboration [5]. For the purposes of this study, we utilized the centre wall display only as it forms the focal point of the entire setup. MULTI is powered by a 3 GHz Pentium 4 CPU and 1.25GB of RAM. There are five displays that are serviced by three Nvidia 6800 graphics cards. The images are back projected using 5 NEC DLP projectors. The table has USB hubs on its corners to allow additional devices to be connected. Additionally, there is a wireless mouse and keyboard and three computer controlled lasers.

where they were to maximize their score by making selections that seemed most likely. Emphasis was also placed on the freedom to discuss the question and available options with their partners.

Figure 2. An overview of MULTI. There are three interactive wall displays and one interactive table display.

Participants used standard Logitech USB mice in the mouse condition and special laser pointers that were designed to work with MULTI. The laser pointers (Figure 3) were connected by a cord and had a button on them to let users click on targets.

Figure 4. Participants using MULTI with laser pointers.

The basic unit of measurement in this task is the data collected per question. This includes clicks, times, options selected, voting patterns, and other computer recordable data along with many other quantifiable measures that were captured by the digital camera such as the number of conversational turns, number of words spoken, frequency of cooperation, agreements, disagreements, and backchannels. In the laser condition, participants were alerted to one caveat. In order for the laser pointers to work correctly, all participants must aim the pointers at the screen. The pointers are synchronized in this way and enter a ‘low duty’ cycle as a safety feature when pointed away from the screen [1].

Figure 3. The laser pointer that was used in the study.

In addition to these devices, a Sony 7.1 megapixel digital camera was used to record participants during the experiment. The camera was elevated to capture all three participants in view (Figure 4).

At the end of the two games (laser and mouse), participants were asked to fill out a questionnaire inquiring about their experience with the system.

The code for the user interface was borrowed from a previous study and then modified accordingly. All software was written in OpenGL and C++

RESULTS AND DISCUSSION

After the experiments were carried out, the computer generated data and video recordings were extensively analyzed for expected relationships. Additionally, various variables were compared with each other to check for any other links that may have surfaced during the experiment. In the following sections, we present our primary findings.

Procedure

The experiment was performed in a quiet campus lab. Participants sat next to each other in front of the centre screen along the short side of the interactive table (see Figure 4) with the laser pointers and mice on the table in front of them. The two conditions varied in the questions asked and the input device used. Each group responded to ten questions with one input device (laser/mouse) followed by another set of ten questions with another input device (mouse/laser). The order of conditions was counterbalanced.

Discussion Leaders v. Voting Leaders

One of the inquiring questions we had was whether or not the participant that initiates the discussion (discussion leader) is also the first one to vote (vote leader). We expected discussion leaders to vote first or second, leaving the last option open for discussion. Further, we expected variations between the mouse and the laser with respect to completion times and other voting times but not in terms of voting behavior. To our surprise, we found a very stark result. Figure 5 outlines the frequency of a discussion leader being the first, second, or third participant to cast her vote.

Participants were first explained the overall procedure. Specific emphasis was placed on the fact that each participant could vote (or select) only once per question and once they had cast their vote, they could not change it. They were also instructed that the game was a cooperative one

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on each question. Figure 6 illustrates the time spent by each group per question on average by experimental condition.

Figure 5. Frequency of a discussion leader voting first, second, or third.

Observing the pattern of the graph, there is a tendency for discussion leaders to vote last when using the laser pointer and a tendency to vote first when using the mouse. In fact, the behavior is completely opposite between the two conditions. The pearson product-moment correlation coefficient for this data is r = -0.99 which indicates a strong negative linear relationship in voting order between the laser and mouse conditions. The more interesting parts of the graph are frequencies at position ‘First’ and position ‘Third’. Discussion leaders were 52.67% more likely to vote first when using the mouse and 44% more likely to vote last when using the laser pointer. Perhaps this relationship surfaces as a result of heightened awareness levels that may be fostered by laser pointers, the exact reason is unclear. It may also have some relevance to how each device works. For instance, the mouse works as an independent device. The laser pointer is meant to be an independent device as well, but inherent in its functioning is a dependency. At the start of the experiment, participants were asked to ensure that their laser pointers are always aimed at the screen. This takes away from the independence factor of the device as participants continually point their pointers at the screen in a cooperative manner so that other participants can cast their vote. Knowing this requirement, discussion leaders may have delayed their vote to ensure that other group members have successfully made a selection. It is important to be cautious when evaluating this data. Although a strong relationship exists between these two dependent variables – discussion leaders and voting leaders – the data cannot be deemed conclusive. The effect illustrated is a correlative one and not a causal one. Voting Times

The software used in the experiment collected various data elements. One of these was the time spent by participants

Figure 6. Mean time per question by group.

Under each group, there is an LM or ML marker. The marker describes the order in which the conditions were administered (laser-mouse or mouse-laser). Other than the fourth group, participants spent less or equal time on the mouse condition. The experiment revealed that device type almost has a significant effect on voting times (F1,3 = 7.89, p = 0.06) suggesting a strong enough trend such that an additional group would reach significance. Quantifying Discussions

We decided to probe further to inquire why participants were quicker to vote when using the mouse. Figure 7 shows the mean number of words participants spoke per question.

Figure 7. Mean number of words spoken per question on average.

Notice how the graph pattern closely mirrors the pattern observed in Figure 6. There is a clear correlative effect

between the time spent on a question and the number of words spoken per question (pearson product-moment correlation coefficient r = 0.96).

LIMITATIONS OF THE APPARATUS

MULTI provides a great way to explore new and existing interaction techniques in a collaborative setting. However, there are some aspects that can be improved. Within the context of this study, the most valuable improvement would be to let the users use the laser pointers much more naturally. The requirement that the laser pointer must be pointed at the screen at all times takes away largely from the natural feel of operating a laser pointer. Perhaps the Demo or Die project from SIGGRAPH 2004 [4] could lend some useful ideas that would eliminate the need for electronic laser pointers.

We expected the question to influence the amount of discussion that was generated. ANOVA tests revealed that the question had an effect close to weak significance on the number of words spoken (F1,8 = 1.94, p = .09). The high level of variation in participants prevents our results from reaching significance. Perhaps additional groups would have helped balance this variation to a further degree. We were also interested in finding out if the device itself had an influence on discussion levels. An analysis of variance revealed that the device type did not have a main effect on the number of words spoken (F1,3 = 2.40, p > .05). Since the game is based on trivia questions, each question is independent. This is an expected result. The variation in device is not large enough to cause drastic changes in participant discussions.

Since the laser pointers are detected by a camera and are used to draw a cursor that follows it, there tends to be occasional lag. Humans are excellent coordinators and all participants were able to accommodate for this but problems arose when multiple laser points collided or came within close vicinity – lag increased and changes in lag severely affected coordination abilities. One problem we faced was that a participant’s cursor would switch from red to green and vice versa resulting in invalid player identification. As a result, the experiment would have to be restarted and data had to be “stitched” later.

Similar tests were conducted on the number of conversational turns and the number of suggestions made by participants. Device type did not have an influence on any of these factors.

The mice worked flawlessly. They integrated into the implementation very well. The added advantage of being able to handle mouse events in the same way as handling laser events decreased our development time and effort tremendously.

Other Observations

In addition to quantifiable measurements, there were other subjective and low frequency (between 1 and 3 times) behavioral nuances observed. For instance, out of the four participating groups, the third group consisted of members that had not met one another before. As strangers, discussions were much more conservative. Fewer words were spoken, fewer suggestions were made, and so on. In fact, there were two instances when members would read the question in their minds or under their breath, determine the correct option and race towards selecting it. This is purely competitive behavior. The experimenter inadvertently reminded the participants that the game was a cooperative one, however, this behavior was observed again in later questions.

CRITIQUING THE METHOD

A paramount variable that should have been controlled is the social dynamic between participants. Perhaps asking participants to get to know each other briefly before the experiment would have been beneficial. In the case of group 3, where participants were strangers to one another, it could have resulted in higher levels of discussion, which could have potentially allowed some of the results to reach significance. Although every attempt was made to experiment with participants that knew each other as friends, colleagues or acquaintances, time and scheduling limitations forced us to go ahead with a mixed group (group 3).

To get a better understanding of such behavior, we need to understand what cooperation entails. Cooperation is defined as ‘acting jointly’ or ‘working towards the same end’. As a result, there were many instances in groups 1, 2, and 4, where only one participant spoke with very little feedback from the other two participants. However, the fact that someone read the question or made a comment creates a sense of awareness and a subconscious acceptance of the cooperative nature of the task. Since there was comparatively less discussion within group 3, participants wanted to add to the cooperative aspect of the game by being the one who selects the most likely answer. In essence, the dialogue between participants that enforced cooperation had shifted from person-person to personinterface-person.

In some parts of the recorded video, it is difficult to identify what participants are saying. This problem was most serious with participants situated furthest away from the camera or with participants that spoke in a low or soft voice. A better approach could have been to use multiple microphones or a microphone with higher sensitivity. PARTICIPANT QUESTIONNAIRE

At the end of the experiment, a small questionnaire was handed out to the participants to gather their subjective preferences and thoughts (see Figure 8).

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longer than the mouse, we did not find any significant effect of device type on time to vote. A deeper analysis was carried out by cross-referencing data obtained from the video. A positive correlative relationship was established between the time spent on voting and the number of words spoken which suggests that laser pointers foster longer discussions, and therefore, longer voting times. We also discovered interesting behavior with a group of participants that were strangers to one another. The typical conversational social protocol of discussion was eluded and the dialogue had shifted from person-person to personinterface-person. This is noteworthy considering that participants were right next to one another.

Figure 8. Subjective preferences of participants.

The most interesting points are that participants found it easier to make selections with the mouse. This may reflect the past experiences of participants, as all participants were experienced mouse users. Further, the lag with the laser condition resulted in many participants complaining initially. This may have influenced their choice of preferred pointing device. In general, participants felt well aware of their partners. This is good news. This is expected for groups 1, 2, and 4, as there was sufficient dialogue. There was limited dialogue within group 3 but they also rated their awareness of others at 4 (average). This reflects on the ability of awareness to be ‘felt’ by participants via the person-interface-person dialogue. Participants felt as though they could tell where their partners were pointing with the mouse more than with the laser. However, the difference is minimal. One user commented that the ability to see partners wiggle the laser pointers in his peripheral vision gave him a better sense of awareness. Finally, eight out of twelve participants preferred the mouse, one preferred the laser pointer, and three were indifferent to the pointing device used. Interestingly, these three participants also rated awareness less than or equal to 3 with 1 being ‘Strongly Unaware’ and 5 being ‘Strongly Aware’. CONCLUSION

Our results suggest that participants who initiate dialogue when using the mouse are also the first to cast their vote. The discussion suggests that this may be an inherent property of the device itself. This behavior is in stark comparison to the laser where participants who initiate dialogue are the last ones to cast their vote. In addition, we investigated voting times to see if device type (laser/mouse) had an influence on the way participants voted. Although average voting times with the laser were

A future direction for this work could be to carry out a similar study with more data under different constraints, possibly with more questions and larger groups so that the level of discussions is higher. This is likely to reveal more information and provide enough data to seek for recurring behavioral patterns. ACKNOWLEDGMENTS

We thank Andriy Pavlovych for all his assistance with setting up and using MULTI and for all his efforts during the experiments. We would also like to thank all the volunteers for participating and making this study possible. And most importantly, we would like to thank Dr. Wolfgang Stuerzlinger for his insight and suggestions. REFERENCES

1. A. Pavlovych, W. Stuerzlinger (2004). Laser Pointers as Interaction Devices for Collaborative Pervasive Computing, Advances in Pervasive Computing, Eds. Ferscha, Hoertner, Kotsis, OCG, ISBN 385403176-9, 315-320. 2. Briggs, R. O. De Vreede, G.-J. Meetings of the Future: Enhancing Group Collaboration with Group Support Systems. Creativity And Innovation Management, 1997, 6:2, 106-116, Blackwell Publishers. 3. Menon, A. S. Moffett, S. Enriquez, M. Martinez, M. M. Dev, P. Grappone, T. Audience Response Made Easy: Using Personal Digital Assistants as a Classroom Polling Tool. American Medical Informatics Association, 11:Part 3 (2004), 217-220. 4. Ressler, S. and Daly, L. 2004. Real-time 3DX: demo or die. In ACM SIGGRAPH 2004 Special Sessions (Los Angeles, California, August 08 - 12, 2004). J. Gibbs, Ed. SIGGRAPH '04. ACM, New York, NY. 5. W. Stuerzlinger, L. Zaman, A. Pavlovych, J.-Y. Oh, The Design and Realization of CoViD, A System for Collaborative Virtual 3D Design, Virtual Reality, 10(2), 135-147, Oct 2006.

Collaborative Voting with Mice and Laser Pointers in ...

image using laser pointers in response to 3D demo videos. This interaction was ... In the software industry, such discussions ..... American Medical Informatics.

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