BryÂony Payne, UCL
@bryony_payne
My research looks into the perÂcepÂtuÂal bias we afford to voicÂes that belong to us or to othÂers and how this bias might be modÂuÂlatÂed by using the voicÂes in a social conÂtext. With the chalÂlenge of movÂing our research online, we needÂed a socialÂly interÂacÂtive online enviÂronÂment that indiÂvidÂual parÂticÂiÂpants could access remotely.
To this end, we creÂatÂed a coopÂerÂaÂtive, two-playÂer online game in which parÂticÂiÂpants were able to choose a new synÂtheÂsised voice to repÂreÂsent themÂselves and then use that voice to interÂact with anothÂer parÂticÂiÂpant in a 30-minute drawÂing game. At test, we assessed whether social use of the voice modÂuÂlatÂed the degree of perÂcepÂtuÂal bias affordÂed to it via a perÂcepÂtuÂal matchÂing parÂaÂdigm. SpecifÂiÂcalÂly, we comÂpared the bias demonÂstratÂed by parÂticÂiÂpants who played this online game (n=44) to a conÂtrol group (n=44) who had only brief expoÂsure to the voicÂes and did not play the game. Results show that parÂticÂiÂpants affordÂed a perÂcepÂtuÂal bias to the synÂtheÂsised voicÂes they chose, but that the degree of bias was not modÂuÂlatÂed by social use of the voice. Here I present these results alongÂside the online tools, tasks, and platÂforms we used to attain them.
Full TranÂscript:
BryÂony Payne:
Okay. Hi everyÂone. I’m a PhD stuÂdent at UCL, and I’m going to be talkÂing to you about the chalÂlenges of testÂing social interÂacÂtion in isoÂlaÂtion and how we overÂcame those chalÂlenges. So briefly for conÂtext, my research looks at voicÂes and voicÂes are obviÂousÂly a key part of our self-idenÂtiÂty. They not only have great perÂsonÂal imporÂtance to us, but also have great social imporÂtance because it’s through our voice that we share ourÂselves with othÂers and achieve our social and comÂmuÂnicaÂtive goals.
BryÂony Payne:
So broadÂly my research asks quesÂtions like, well, are we biased towards our own voice because it’s a voice that belongs to us? And can we actuÂalÂly give peoÂple a new voice that isn’t actuÂalÂly their own voice inherÂentÂly, but get them to assoÂciate that voice to themÂselves and then show a bias for it? And how much of this bias is affectÂed by whether or not they’ve had a chance to use the voice socialÂly givÂen how imporÂtant voicÂes are to our social interactions?
BryÂony Payne:
So the first sort of part of my PhD looked to answer the first two of these quesÂtions. And we can see here from the results that when we give peoÂple a new voice, simÂply by telling them that this new voice is now yours, this voice belongs to you, we see that reacÂtion times to that voice are sigÂnifÂiÂcantÂly quickÂer than the reacÂtion times to a voice we tell them belonged to a friend or a voice we tell them belongs to a stranger. And the fact that this voice, the self-voice is being perÂceived more quickÂly than either of the othÂer two voicÂes is pureÂly because this voice has now been deemed to be a more self-relÂeÂvant stimÂuÂlus than either of the othÂer two voicÂes. And as it becomes more self-relÂeÂvant, it accrues a proÂcessÂing advanÂtage that priÂorÂiÂtizes it in our perÂcepÂtion. So this was done via a perÂcepÂtuÂal matchÂing parÂaÂdigm in GorilÂla, which peoÂple can use via GorilÂla Open MateÂriÂals if they want to try it.
BryÂony Payne:
But the quesÂtion then became well, what about using this voice socialÂly, rather than just givÂing parÂticÂiÂpants a chance to hear the voice that we’ve sudÂdenÂly told them is theirs and then meaÂsurÂing the bias towards it. What about if we give parÂticÂiÂpants a chance to use that new voice and then meaÂsure how they perÂceive it? So that was the main sort of aim, but then the panÂdemÂic hit. So sudÂdenÂly testÂing social interÂacÂtion became very difÂfiÂcult and the quesÂtion realÂly became, well, how can we creÂate an online enviÂronÂment where peoÂple can interÂact using a new voice?
BryÂony Payne:
And so my first top tip then is to colÂlabÂoÂrate where you can, because that’s the only way that this got done. We were lucky to colÂlabÂoÂrate with acaÂdÂeÂmics who work in AI, Angus AddleÂsee and ProÂfesÂsor VerÂeÂna Rieser. And togethÂer, we manÂaged to build an online two-playÂer game, comÂbinÂing our skills and we were able to creÂate this enviÂronÂment where we could host pairs of parÂticÂiÂpants to come in, interÂact in a real-life interÂacÂtion and use a new voice that they’d choÂsen for themÂselves. ImporÂtantÂly, this new voice was a synÂtheÂsized voice made by CereÂProc voicÂes and they creÂate human-soundÂing voicÂes in a range of accent. And by using a synÂtheÂsized voice in this task, it meant that we could proÂvide parÂticÂiÂpants with a huge amount of agency, not only in what the voice soundÂed like and what they wantÂed to be repÂreÂsentÂed as, but also a huge amount of flexÂiÂbilÂiÂty in what they wantÂed to say with that voice.
BryÂony Payne:
The game itself that we creÂatÂed was called DrawÂing ConÂcluÂsions. And that’s because it took the form of a drawÂing game and it looks someÂthing like this. This was creÂatÂed in Node.js app. The idea of the game was that pairs of parÂticÂiÂpants would take on the role as either a narÂraÂtor or an artist. And the narÂraÂtor had to verÂbalÂly describe to the artist how to draw a picÂture withÂout telling the artist what it was that they were drawÂing. So this is the screen that the narÂraÂtor would have seen. And it went someÂthing like this. The narÂraÂtor would choose their synÂtheÂsized voice from a dropÂdown menu, choose a picÂture from a picÂture deck that we supÂply to them, and then they would try to type instrucÂtions to tell the artist how to draw that picÂture. ImporÂtantÂly, these writÂten instrucÂtions were then said aloud in the text to speech voice that they had choÂsen for themselves.
SpeakÂer 2:
Start by drawÂing a big recÂtanÂgle in the midÂdle of the screen.
BryÂony Payne:
So it went someÂthing like that. The artist would then be able to hear the narÂraÂtor’s instrucÂtions and folÂlow those instrucÂtions accordÂingÂly. And this process would hapÂpen iterÂaÂtiveÂly until either the narÂraÂtor was satÂisÂfied that the picÂture was comÂplete or until the artist had sucÂcessÂfulÂly guessed what it was that they had drawn. So this was a bit like PicÂtionary and it actuÂalÂly was a very fun way of getÂting parÂticÂiÂpants to interÂact with a real-life human being, to achieve a social goal and achieve that goal by using the voice that they had just choÂsen for themselves.
BryÂony Payne:
So we’ve got the game, we’ve got the enviÂronÂment, how do we get parÂticÂiÂpants there? We had quite a comÂpliÂcatÂed set up, espeÂcialÂly as it needÂed to all be run remoteÂly. We needÂed to start parÂticÂiÂpants in GorilÂla, which was our main test platÂform, getÂting them to choose a voice and answer quesÂtions, like why they chose that voice for themÂselves. We then needÂed to get them through to the drawÂing platÂform, the game platÂform we creÂatÂed. And then back again to GorilÂla to be able to answer quesÂtions about the bias towards that voice.
BryÂony Payne:
And this is where the next tip comes in, which is realÂly to manipÂuÂlate tools to your needs. The tools exist. You just have to figÂure out how to use them for the best. So GorilÂla supÂplies a rediÂrect mode, which allows you to transÂfer parÂticÂiÂpants from GorilÂla out to a third-parÂty platÂform. And then you can embed a link into that platÂform and send them back into GorilÂla when you’re done. And imporÂtantÂly, the parÂticÂiÂpant starts where they left off, which is realÂly helpÂful for sort of ensurÂing conÂtiÂnuÂity between your tasks.
BryÂony Payne:
It was also imporÂtant to think about how we were going to recruit parÂticÂiÂpants. How are we actuÂalÂly going to get parÂticÂiÂpants to do the study at all? OrdiÂnarÂiÂly in perÂson, we might be recruitÂing pairs of parÂticÂiÂpants to come into the lab at preÂset times, but that again, wasÂn’t posÂsiÂble. So instead we recruitÂed online via ProÂlifÂic, and obviÂousÂly ProÂlifÂic as norÂmalÂly assoÂciÂatÂed with the main benÂeÂfit of recruitÂing hunÂdreds of parÂticÂiÂpants at once. But it’s also, we’re sayÂing that you can use ProÂlifÂic to actuÂalÂly recruit very small and very conÂtrolled numÂbers on time.
BryÂony Payne:
So we startÂed a ProÂlifÂic study and we only opened up two availÂable spaces. We then recruitÂed parÂticÂiÂpants two at a time into the drawÂing game. We’d allowed them to comÂplete the study. And at that time it was paused in ProÂlifÂic. And then we could gradÂuÂalÂly increase the places to anothÂer two parÂticÂiÂpants and this allowed it to be a very conÂtrolled way of getÂting parÂticÂiÂpants through our study. We could track their progress through the study. And it also meant if anyÂbody withÂdrew from the study, we had an immeÂdiÂate pool of peoÂple that were ready to take over.
BryÂony Payne:
So overÂall I think in order to navÂiÂgate peoÂple through mulÂtiÂple platÂforms on using difÂferÂent tools, it’s realÂly imporÂtant to use realÂly clear and well-pilotÂed instrucÂtions. We also used video instrucÂtions for things like explainÂing how to play the game before they got to the game platÂform. And videos instrucÂtions are just a realÂly good way of getÂting peoÂple to lisÂten to a lot of inforÂmaÂtion in one go in a more engagÂing way. And it’s also imporÂtant that they actuÂalÂly can’t skip past them in GorilÂla. So they have to lisÂten to them before they move on.
BryÂony Payne:
So we’ve got the parÂticÂiÂpants there. The next quesÂtion was, well, how are we going to keep them there? This study was a very long study. It was about an hour long as sort of an averÂage, but some peoÂple took a lot longer. And to be honÂest, the game was the fun half, and that was the first half. So how to keep peoÂple in your study after that, rather than just play the game and then go make a cup of tea? So firstÂly, we needÂed to make sure that it ran as smoothÂly as posÂsiÂble before we even began. And obviÂousÂly everyÂone has said pilot, pilot, pilot, and that’s very true. I also limÂit browsers. I find Chrome to be the least glitchy, espeÂcialÂly when we’re workÂing across mulÂtiÂple platÂforms. Chrome preÂsentÂed the least amount of issues.
BryÂony Payne:
If you’re using audiÂtoÂry stimÂuli in a task, I someÂtimes find in GorilÂla that the first audiÂtoÂry stimÂuÂlus doesÂn’t play or doesÂn’t play quite on time and that can throw parÂticÂiÂpants off. So I actuÂalÂly use a dumÂmy sound at the beginÂning of tasks that include audiÂtoÂry stimÂuli. And that dumÂmy sound is norÂmalÂly just a periÂod of silence that the parÂticÂiÂpants don’t even know has been includÂed. But it means that by the time the first propÂer sound wants to play, it’s ready to go and it runs more smoothÂly. I also make realÂly good use of progress bars. ParÂticÂiÂpants are realÂly grateÂful to have progress bars in the study. And if I can’t have a progress bar on screen, because I don’t want it to be there offiÂcialÂly, I always tell parÂticÂiÂpants how long the next secÂtion of the study is going to take.
BryÂony Payne:
And if you’ve done all of those things, you should have good data and you can see these are the results from my study. So here you can see in the drawÂing game group, the peoÂple that chose a voice and played the game, they have priÂorÂiÂtized the self-voice sigÂnifÂiÂcantÂly more in comÂparÂiÂson to the othÂer voicÂes that they heard in that game, but actuÂalÂly in comÂparÂiÂson to a conÂtrolled group who just chose the voice and didÂn’t play this game, the results are exactÂly the same. There’s no sigÂnifÂiÂcant difÂferÂence. So here we can show that there is perÂcepÂtuÂal priÂorÂiÂtiÂzaÂtion of voicÂes that we own or voicÂes that we’ve used, but that priÂorÂiÂtiÂzaÂtion isn’t modÂuÂlatÂed by whether we’ve used them nor how we’ve used them in an interÂacÂtion with anothÂer person.
BryÂony Payne:
So thanks very much to my lab, to Angus AddleÂsee, to CereÂProc for their synÂtheÂsized voicÂes, to GorilÂla and ProÂlifÂic. And if you’ve got any quesÂtions, please do drop me an email. Thank you very much.
SpeakÂer 2:
Thank you very much, BryÂony. If there are any quesÂtions for BryÂony, do drop them in the Q&A. We have time to answer one now, othÂerÂwise it’s going to be me askÂing the quesÂtion. So do, okay, keep quesÂtions comÂing into the Q&A, and I’m going to quickÂly ask BryÂony a quesÂtion. So you talked about preÂsentÂing sound in these sorts of parÂaÂdigms. And obviÂousÂly, there was a whole sesÂsion yesÂterÂday when two peoÂple were talkÂing about doing online testÂing with sounds. Have there been any othÂer issues that you’ve run into in preÂsentÂing audiÂtoÂry stimÂuli online?
BryÂony Payne:
So I tried to creÂate an intenÂtionÂal bindÂing parÂaÂdigm. I’m not sure if peoÂple here are familÂiar with that, but it relied on havÂing very accuÂrate onsets of time and offÂsets of time of audiÂtoÂry stimÂuli. And I actuÂalÂly found that the biggest issue with that was that some browsers present a lag between when GorilÂla for instance tells you that the time has been startÂed and when the browsÂer has actuÂalÂly played it. And that’s mostÂly why I use Chrome because it seems to have the least variÂaÂtion across parÂticÂiÂpants of when that time onset of the audiÂtoÂry stimÂuÂlus is actuÂalÂly played. WhereÂas a browsÂer, I think it was Safari someÂtimes had up to 500 milÂlisecÂonds of lag. And because my study relied on havÂing a very accuÂrate and preÂcise meaÂsure of time in milÂlisecÂonds, a bigÂger lag of that makes a big issue. So I know that GorilÂla has proÂduced quite a lot of work and pre-prints about the timÂing accuÂraÂcy of these things. But for the sake of minÂiÂmizÂing that in my study, I always just use Chrome.
SpeakÂer 2:
Thank you very much. I think there are some more quesÂtions comÂing in, but I’m going to say thank you very much to BryÂony, but also to all our speakÂers in this openÂing sesÂsion of BufÂfet of Online Research. And we’re going to hand back over to Jo. Thank you very much.


