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Hautle LL, Kurath J, Jellestad L, Lüönd AM, Wingenbach TSH, Jansson B, Pfaltz MC. Larger comfortable interpersonal distances in adults exposed to child maltreatment: The role of depressive symptoms and social anxiety. Br J Psychol 2024; 115:599-615. [PMID: 38651545 DOI: 10.1111/bjop.12705] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/17/2022] [Revised: 03/15/2024] [Accepted: 03/24/2024] [Indexed: 04/25/2024]
Abstract
Previous studies report a preference for larger comfortable interpersonal distance (CIPD) in individuals with child maltreatment (CM) when being approached by others. Yet, research on approaching others, as opposed to being approached, as well as on potential effects of social anxiety and depression is lacking. We investigated if CM and depressive symptoms influence CIPD and if social anxiety mediates the possible association of CM and CIPD when approaching a female stranger. One hundred ten participants with CM (CM) and 58 participants without CM (non-CM) experiences performed the stop-distance paradigm and stopped first when feeling uncomfortable (D1) and again when feeling very uncomfortable (D2). CM experiences were associated with a preference for larger CIPD, independent of depressive symptoms. All CM subtypes were associated with a larger D2. The relationship between CM and CIPD was partially mediated by social anxiety. These novel findings can help to develop interventions strengthening socially relevant skills and processes in those affected by CM, targeting alterations in social anxiety and depression.
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Affiliation(s)
- Lara-Lynn Hautle
- Medical Faculty, University of Zurich, Zürich, Switzerland
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Jennifer Kurath
- Medical Faculty, University of Zurich, Zürich, Switzerland
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Lena Jellestad
- Medical Faculty, University of Zurich, Zürich, Switzerland
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Antonia M Lüönd
- Medical Faculty, University of Zurich, Zürich, Switzerland
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Tanja S H Wingenbach
- Medical Faculty, University of Zurich, Zürich, Switzerland
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
- School of Human Sciences, Faculty of Education, Health, and Human Sciences, University of Greenwich, London, UK
| | - Billy Jansson
- Department of Psychology and Social Work, Mid Sweden University, Östersund, Sweden
| | - Monique C Pfaltz
- Medical Faculty, University of Zurich, Zürich, Switzerland
- Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
- Department of Psychology and Social Work, Mid Sweden University, Östersund, Sweden
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2
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Yin W, Lee YC. How different face mask types affect interpersonal distance perception and threat feeling in social interaction. Cogn Process 2024; 25:477-490. [PMID: 38492094 DOI: 10.1007/s10339-024-01179-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2023] [Accepted: 02/05/2024] [Indexed: 03/18/2024]
Abstract
Due to the easing of the pandemic, public policies no longer mandated people to wear masks. People can choose to no wear or wear different types of masks based on personal preferences and safety perceptions during daily interaction. Available information about the influence of face mask type on interpersonal distance (IPD) by different aging populations is still lacking. Thus, this study aimed to investigate the face mask type (no wear, cloth, medical and N95 mask) and age group effect of avatars (children, adults and older adults) on IPD perception, threat feeling and physiological skin conductance response under active and passive approaching. One hundred participants with a range from 20 to 35 years old were recruited for this study. Twelve avatars (three age groups*four face mask conditions) were created and applied in a virtual reality environment. The results showed that age group, mask type and approach mode had significant effects on IPD and subjective threat feeling. A non-significant effect was found on skin conductance responses. Participants maintained a significantly longer IPD when facing the older adults, followed by adults and then children. In the passive approach condition, people tended to maintain a significantly greater comfort distance than during the active approach. For the mask type effect, people kept a significantly largest and shortest IPD when facing an avatar with no mask or the N95 mask, respectively. A non-significant IPD difference was found between the N95 and medical mask. Additionally, based on the subjective threat feeling, facing an avatar wearing a medical mask generated the lowest threat feeling compared to the others. The findings of this study indicated that wearing medical masks provided a benefit in bringing people closer for interaction during specific situations. Understanding that mask-wearing, especially medical one, brought to shortest IPD when compared to the unmasked condition can be utilized to enhance safety measures in crowded public spaces and health-care settings. This information could guide the development of physical distancing recommendations, taking into account both the type of mask and the age groups involved, to ensure the maintenance of appropriate distances.
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Affiliation(s)
- Wenjing Yin
- School of Design, South China University of Technology, Guangzhou, China
| | - Yu-Chi Lee
- Department of Industrial Engineering and Management, National Taipei University of Technology, 1, Sec. 3, Zhongxiao E. Rd., Taipei, 10608, Taiwan.
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3
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Mancinelli F, Nolte T, Griem J, Lohrenz T, Feigenbaum J, King-Casas B, Montague PR, Fonagy P, Mathys C. Attachment and borderline personality disorder as the dance unfolds: A quantitative analysis of a novel paradigm. J Psychiatr Res 2024; 175:470-478. [PMID: 38823203 DOI: 10.1016/j.jpsychires.2024.03.046] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/28/2023] [Revised: 03/21/2024] [Accepted: 03/25/2024] [Indexed: 06/03/2024]
Abstract
Current research on personality disorders strives to identify key behavioural and cognitive facets of patient functioning, to unravel the underlying root causes and maintenance mechanisms. This process often involves the application of social paradigms - however, these often only include momentary affective depictions rather than unfolding interactions. This constitutes a limitation in our capacity to probe core symptoms, and leaves potential findings uncovered which could help those who are in close relationships with affected individuals. Here, we deployed a novel task in which subjects interact with four unknown virtual partners in a turn-taking paradigm akin to a dance, and report on their experience with each. The virtual partners embody four combinations of low/high expressivity of positive/negative mood. Higher scores on our symptomatic measures of attachment anxiety, avoidance, and borderline personality disorder (BPD) were all linked to a general negative appraisal of all the interpersonal experiences. Moreover, the negative appraisal of the partner who displayed a high negative/low positive mood was tied with attachment anxiety and BPD symptoms. The extent to which subjects felt responsible for causing partners' distress was most strongly linked to attachment anxiety. Finally, we provide a fully-fledged exploration of move-by-move action latencies and click distances from partners. This analysis underscored slower movement initiation from anxiously attached individuals throughout all virtual interactions. In summary, we describe a novel paradigm for second-person neuroscience, which allowed both the replication of established results and the capture of new behavioural signatures associated with attachment anxiety, and discuss its limitations.
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Affiliation(s)
- Federico Mancinelli
- University of Bonn, Transdisciplinary Research Area "Life and Health", Hertz Chair for Artificial Intelligence and Neuroscience, Bonn, Germany; Scuola Internazionale Superiore di Studi Avanzati, Trieste, Italy.
| | - Tobias Nolte
- Research Department of Clinical, Educational and Health Psychology, University College London, London,UK; Anna Freud National Centre for Children and Families, London, UK
| | - Julia Griem
- Research Department of Clinical, Educational and Health Psychology, University College London, London,UK
| | - Terry Lohrenz
- Fralin Biomedical Research Institute, Virginia Polytechnic Institute and State University, USA
| | - Janet Feigenbaum
- Research Department of Clinical, Educational and Health Psychology, University College London, London,UK
| | - Brooks King-Casas
- Fralin Biomedical Research Institute, Virginia Polytechnic Institute and State University, USA
| | - P Read Montague
- Fralin Biomedical Research Institute, Virginia Polytechnic Institute and State University, USA
| | - Peter Fonagy
- Research Department of Clinical, Educational and Health Psychology, University College London, London,UK; Anna Freud National Centre for Children and Families, London, UK
| | - Christoph Mathys
- Scuola Internazionale Superiore di Studi Avanzati, Trieste, Italy; Interacting Minds Centre, Aarhus University, Aarhus, Denmark; Translational Neuromodeling Unit (TNU), University of Zurich and ETH Zurich, Zurich, Switzerland
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4
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Macchi G, De Pisapia N. Virtual reality, face-to-face, and 2D video conferencing differently impact fatigue, creativity, flow, and decision-making in workplace dynamics. Sci Rep 2024; 14:10260. [PMID: 38704442 PMCID: PMC11069516 DOI: 10.1038/s41598-024-60942-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/05/2023] [Accepted: 04/29/2024] [Indexed: 05/06/2024] Open
Abstract
Digital communication technologies are rapidly evolving, and understanding their impact on group dynamics and cognitive performance in professional settings becomes central. This study investigates the psychological impact of different interaction settings-two-dimensional Video Conferencing (VC), Face-To-Face (FTF), and Virtual Reality (VR)-on group dynamics, cognitive performance, and aspects of well-being in a professional context. Utilizing a sample of 40 participants from a large Italian electricity transmission company, the study employs a within-subjects design to explore various metrics, including flow, creativity, fatigue and aspects of interaction. The results indicate that FTF interactions are optimal for idea generation and task absorption. VR, although initially more fatiguing for first-time users, fosters a more collaborative and peaceful environment, encouraging participants to engage more openly with each other. VC was found to be the least fatiguing, but also the least engaging in terms of task absorption and idea generation. Additionally, age-related differences were observed, particularly in the perception of motivational and emotional fatigue in the VR setting. The study provides empirical evidence supporting the integration of VR in professional settings for specific types of meetings, while also highlighting the limitations and areas for future research. These findings have implications for organizational well-being, cognitive ergonomics, and the evolving landscape of remote work technologies.
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Affiliation(s)
- Gregorio Macchi
- Department of Psychology and Cognitive Science (DIPSCO), University of Trento, Corso Bettini 31, 38068, Rovereto, TN, Italy
| | - Nicola De Pisapia
- Department of Psychology and Cognitive Science (DIPSCO), University of Trento, Corso Bettini 31, 38068, Rovereto, TN, Italy.
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Segear S, Chheang V, Baron L, Li J, Kim K, Barmaki RL. Visual Feedback and Guided Balance Training in an Immersive Virtual Reality Environment for Lower Extremity Rehabilitation. COMPUTERS & GRAPHICS 2024; 119:103880. [PMID: 38645661 PMCID: PMC11031187 DOI: 10.1016/j.cag.2024.01.007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/23/2024]
Abstract
Balance training is essential for physical rehabilitation procedures, as it can improve functional mobility and enhance cognitive coordination. However, conventional balance training methods may have limitations in terms of motivation, real-time objective feedback, and personalization, which a virtual reality (VR) setup may better provide. In this work, we present an immersive VR training environment for lower extremity balance rehabilitation with real-time guidance and feedback. The VR training environment immerses the user in a 3D ice rink model where a virtual coach (agent) leads them through a series of balance poses, and the user controls a trainee avatar with their own movements. We developed two coaching styles: positive-reinforcement and autonomous-supportive, and two viewpoints of the trainee avatar: first-person and third-person. The proposed environment was evaluated in a user study with healthy, non-clinical participants (n = 16, 24.4 ± 5.7 years old, 9 females). Our results show that participants showed stronger performance in the positive-reinforcement style compared to the autonomous-supportive style. Additionally, in the third-person viewpoint, the participants exhibited more stability in the positive-reinforcement style compared to the autonomous-supportive style. For viewpoint, participants exhibited stronger performance in the first-person viewpoint compared to third-person in the autonomous-supportive style, while they were comparable in the positive-reinforcement style. We observed no significant effects on the foot height and number of mistakes. Furthermore, we report the analysis of user performance with balance training poses and subjective measures based on questionnaires to assess the user experience, usability, and task load. The proposed VR balance training could offer an interactive, adaptive, and engaging environment and open new potential research directions for lower extremity rehabilitation.
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Affiliation(s)
- Sydney Segear
- Department of Computer and Information Sciences, University of Delaware, Newark, DE, USA
| | - Vuthea Chheang
- Center of Applied Scientific Computing, Lawrence Livermore National Laboratory, Livermore, CA, USA
| | - Lauren Baron
- Department of Computer and Information Sciences, University of Delaware, Newark, DE, USA
| | - Jicheng Li
- Department of Computer and Information Sciences, University of Delaware, Newark, DE, USA
| | - Kangsoo Kim
- Department of Electrical and Software Engineering, University of Calgary, Alberta, Canada
| | - Roghayeh Leila Barmaki
- Department of Computer and Information Sciences, University of Delaware, Newark, DE, USA
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Lebert A, Vergilino-Perez D, Chaby L. Keeping distance or getting closer: How others' emotions shape approach-avoidance postural behaviors and preferred interpersonal distance. PLoS One 2024; 19:e0298069. [PMID: 38306322 PMCID: PMC10836711 DOI: 10.1371/journal.pone.0298069] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/02/2023] [Accepted: 01/17/2024] [Indexed: 02/04/2024] Open
Abstract
Understanding the influence of emotions on social interactions is important for a global understanding of the dynamics of human behavior. In this study, we investigated the interplay between emotions, spontaneous approach or avoidance tendencies, and the regulation of interpersonal distance. Fifty-seven healthy adults participated in a three-part experiment involving exposure to approaching or withdrawing emotional faces (neutral, happy, sad, fearful, disgusted, angry). The sequence began with an initial computerized stop-distance task, followed by a postural task in which participants' approach or avoidance tendencies were quantified via center of pressure (CoP-Y) displacements on a force platform, and concluded with a final computerized stop-distance task. Our findings revealed a gradient in postural responses, with the most forward CoP-Y displacements for neutral and happy faces, indicative of approach tendencies. These were followed by lesser forward displacements for sad and fearful faces, and most pronounced backward displacements for disgusted and angry faces, indicating avoidance. Furthermore, we observed modulations in participants' preferred interpersonal distance based on emotional cues, with neutral and happy faces associated with shorter distances, and disgusted and angry faces linked to larger distances. Despite these similar results, no direct correlation was found between CoP-Y and preferred interpersonal distance, underscoring a dissociation between spontaneous and voluntary social behaviors. These results contribute to a better understanding of how emotional expressions shape social interactions and underscore the importance of considering emotional cues, postural action tendencies, and interpersonal distance in facilitating successful social interactions.
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Affiliation(s)
- Angélique Lebert
- Université Paris Cité, Vision Action Cognition, Boulogne-Billancourt, France
- Department of Psychiatry and Forensic Medicine, Autonomous University of Barcelona, Cerdanyola del Valles, Barcelona, Spain
| | | | - Laurence Chaby
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Université Paris Cité, Boulogne-Billancourt, France
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7
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Saini G, Zain M, Noronha M, Bonin RP, Lomanowska AM. Virtually simulated interpersonal touch negatively affects perceived closeness and social affiliation to an avatar partner. Sci Rep 2024; 14:1347. [PMID: 38228629 DOI: 10.1038/s41598-024-51773-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2023] [Accepted: 01/09/2024] [Indexed: 01/18/2024] Open
Abstract
Interpersonal touch is an essential component of human non-verbal communication, facilitating social affiliation and bonding. With the widespread use of digital interfaces and online platforms in all realms of human interactions, there are fewer opportunities for communicating through touch. Popular online platforms that virtually simulate human interactions rely primarily on visual and auditory modalities, providing limited or no capacity for the exchange of tactile cues. Previous studies of virtual interactions have explored the simulation of social touch using haptic devices, but little is known about how the visual representation of interpersonal touch is perceived and integrated into a virtual social experience. In two studies we examined how the exchange of virtual touch mediated by simulated 3-dimensional human characters, or avatars, within an online virtual environment influenced affiliation towards an unfamiliar interaction partner. Surprisingly, the exchange of virtual touch negatively affected the perceived closeness and affiliation to the partner and the social evaluation of the interaction but did not affect the level of physiological arousal during the interaction. These results indicate that the visual representation of social touch is sufficient to virtually communicate touch-related cues that impact social affiliation, but the influence of touch may be dependent on the interaction context.
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Affiliation(s)
- Garima Saini
- Department of Psychology, University of Toronto Mississauga, Mississauga, ON, L5L 1C6, Canada
| | - Maham Zain
- Leslie Dan Faculty of Pharmacy, University of Toronto, Toronto, ON, M5S 3M2, Canada
| | - Marigrace Noronha
- Department of Psychology, University of Toronto Mississauga, Mississauga, ON, L5L 1C6, Canada
| | - Robert P Bonin
- Leslie Dan Faculty of Pharmacy, University of Toronto, Toronto, ON, M5S 3M2, Canada
- University of Toronto Centre for the Study of Pain, University of Toronto, Toronto, ON, M5S 3M2, Canada
| | - Anna M Lomanowska
- Department of Psychology, University of Toronto Mississauga, Mississauga, ON, L5L 1C6, Canada.
- Transitional Pain Service, Department of Anesthesia and Pain Management, Toronto General Hospital, University Health Network, 200 Elizabeth St., Toronto, ON, M5G 2C4, Canada.
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8
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Pizzolante M, Bartolotta S, Sarcinella ED, Chirico A, Gaggioli A. Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences. BMC Psychol 2024; 12:10. [PMID: 38167121 PMCID: PMC10763259 DOI: 10.1186/s40359-023-01497-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2023] [Accepted: 12/19/2023] [Indexed: 01/05/2024] Open
Abstract
BACKGROUND Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users' experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users' experiences. METHODS This exploratory study aims to address this issue by comparing the users' experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants' Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian, Sansar and Physical). RESULTS The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism. CONCLUSIONS This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences.
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Affiliation(s)
- Marta Pizzolante
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy.
| | - Sabrina Bartolotta
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy
| | | | - Alice Chirico
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy
| | - Andrea Gaggioli
- Research Center in Communication Psychology (PsiCom), Universitá Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuro-Psychology Lab, I.R.C.C.S, Istituto Auxologico Italiano, Milan, Italy
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Yoon B, Shin JE, Kim HI, Young Oh S, Kim D, Woo W. Effects of Avatar Transparency on Social Presence in Task-Centric Mixed Reality Remote Collaboration. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4578-4588. [PMID: 37782600 DOI: 10.1109/tvcg.2023.3320258] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/04/2023]
Abstract
Despite the importance of avatar representation on user experience for Mixed Reality (MR) remote collaboration involving various device environments and large amounts of task-related information, studies on how controlling visual parameters for avatars can benefit users in such situations have been scarce. Thus, we conducted a user study comparing the effects of three avatars with different transparency levels (Nontransparent, Semi-transparent, and Near-transparent) on social presence for users in Augmented Reality (AR) and Virtual Reality (VR) during task-centric MR remote collaboration. Results show that avatars with a strong visual presence are not required in situations where accomplishing the collaborative task is prioritized over social interaction. However, AR users preferred more vivid avatars than VR users. Based on our findings, we suggest guidelines on how different levels of avatar transparency should be applied based on the context of the task and device type for MR remote collaboration.
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10
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Onderdijk KE, Bouckaert L, Van Dyck E, Maes PJ. Concert experiences in virtual reality environments. VIRTUAL REALITY 2023; 27:1-14. [PMID: 37360813 PMCID: PMC10239717 DOI: 10.1007/s10055-023-00814-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 05/23/2022] [Accepted: 05/22/2023] [Indexed: 06/28/2023]
Abstract
Spurred by recent advances in digital technologies, virtual concerts have become established modes for event attendance and represent a rapidly growing segment of the music industry. Yet, up to now, general experience of virtual concert attendees remains largely underexplored. Here, we focus on a subcategory in this domain: music concerts in virtual reality (VR). Our approach is situated within the theoretical framework of embodied music cognition and entailed investigation through a survey study. Responses of seventy-four VR concert attendees were collected, consisting of demographics, motivations, experiences, and future perspectives. In contrast to previous research, which generally identified social connectedness as a main motivator for concert attendance, our sample regarded it as one of the least important incentives. On the other hand, in line with previous studies, 'seeing specific artists perform' and 'uniqueness of the experience', were pivotal. The latter was mostly fueled by the possibility to experience/interact with visuals and environments considered as unconceivable in the real world. Furthermore, 70% of our sample regarded VR concerts as 'the future of the music industry', mainly relating to the accessibility of such events. Positive evaluations of VR concert experiences, as well as future perspectives regarding the medium, were significantly influenced by the level of experienced immersivity. To our knowledge, this is the first study to provide such an account. Supplementary Information The online version contains supplementary material available at 10.1007/s10055-023-00814-y.
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Affiliation(s)
- Kelsey E. Onderdijk
- IPEM, Department of Arts, Music and Theatre Sciences, Ghent University, Ghent, Belgium
| | - Lies Bouckaert
- IPEM, Department of Arts, Music and Theatre Sciences, Ghent University, Ghent, Belgium
| | - Edith Van Dyck
- IPEM, Department of Arts, Music and Theatre Sciences, Ghent University, Ghent, Belgium
| | - Pieter-Jan Maes
- IPEM, Department of Arts, Music and Theatre Sciences, Ghent University, Ghent, Belgium
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11
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Examining the impact of experiencing auditory verbal hallucinations from a first-person perspective on the degree of empathy and stigmatization in a group of psychology students: A study using 360° immersive videos. Compr Psychiatry 2023; 123:152379. [PMID: 36870090 DOI: 10.1016/j.comppsych.2023.152379] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/14/2022] [Revised: 02/20/2023] [Accepted: 02/22/2023] [Indexed: 02/27/2023] Open
Abstract
BACKGROUND Stigmatization toward psychosis is persistent among mental health professionals (MHPs) and negatively impacts the patients' outcomes. One suggested way of reducing stigmatization is to expose MHPs to simulations of psychotic symptoms. This approach has been associated with an increase in empathy, but also with an increase in the desire of social distance. The addition of an empathic task (ET) has been suggested to neutralize this effect on social distance. The present study aims to (1) examine the effect of a remotely administered 360° immersive video (360IV) simulation on empathy and stigma among psychology students and (2) replicate the neutralizing effect of an ET on social distance. Finally, the potential role of immersive properties on changes will also be explored. METHODS A 360IV simulating auditory hallucinations was constructed in collaboration with patient partners. 121 psychology students were allocated to one of three conditions: (i) exposure to the 360IV, (ii) exposure to the 360IV and to an ET (360IV + ET), and (iii) no exposure (control). Measures of empathy and stigma (stereotypes and social distance) were collected before and after the interventions. RESULTS An increase of empathy was observed in the 360IV and 360IV + ET conditions compared to the control condition. There was an increase of stereotypes in all conditions and no effect on social distance. CONCLUSIONS This study confirms the effectiveness of a 360IV simulation intervention in increasing empathy in psychology students but questions its efficacy in reducing stigma.
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Rapuano M, Iachini T, Ruggiero G. Interaction with Virtual Humans and Effect of Emotional Expressions: Anger Matters! J Clin Med 2023; 12:jcm12041339. [PMID: 36835875 PMCID: PMC9962494 DOI: 10.3390/jcm12041339] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2022] [Revised: 02/02/2023] [Accepted: 02/03/2023] [Indexed: 02/11/2023] Open
Abstract
Today we are experiencing a hybrid real-virtual society in which the interaction with virtual humans is normal and "quasi-social". Understanding the way we react to the interaction with virtual agents and the impact of emotions on social dynamics in the virtual world is fundamental. Therefore, in this study we investigated the implicit effect of emotional information by adopting a perceptual discrimination task. Specifically, we devised a task that explicitly required perceptual discrimination of a target while involving distance regulation in the presence of happy, neutral, or angry virtual agents. In two Immersive Virtual Reality experiments, participants were instructed to discriminate a target on the virtual agents' t-shirts, and they had to provide the response by stopping the virtual agents (or themselves) at the distance where they could identify the target. Thus, facial expressions were completely irrelevant to the perceptual task. The results showed that the perceptual discrimination implied a longer response time when t-shirts were worn by angry rather than happy or neutral virtual agents. This suggests that angry faces interfered with the explicit perceptual task people had to perform. From a theoretical standpoint, this anger-superiority effect could reflect an ancestral fear/avoidance mechanism that prompts automatic defensive reactions and bypasses other cognitive processes.
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13
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Han M, Wang XM, Kuai SG. Social rather than physical crowding reduces the required interpersonal distance in virtual environments. Psych J 2023; 12:34-43. [PMID: 36129003 DOI: 10.1002/pchj.595] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2022] [Accepted: 08/06/2022] [Indexed: 02/04/2023]
Abstract
Interpersonal distance plays an important role in human social interaction. With the increasing usage of virtual reality in social interaction, people's interpersonal distance in virtual space attracts great attention. It remains unclear whether and to what extent human-required interpersonal distance is altered by crowded virtual scenes. In this study, we manipulated crowd density in virtual environments and used the classical stop-distance paradigm to measure required interpersonal distances at different crowd densities. We found that people's required interpersonal distance decreased with increased social crowdedness but not with physical crowdedness. Moreover, the decrease of two types of interpersonal distance was associated with the globally averaged crowd density rather than local crowd density. The reduction is not due to the imitation of other virtual humans in the crowd. Moreover, we developed a model to describe the quantitative relationships between the crowdedness of the environment and the required interpersonal distance. Our finding provides insights into designing user-friendly virtual humans in metaverse virtual worlds.
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Affiliation(s)
- Ming Han
- Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Key Laboratory of Brain Functional Genomics (Ministry of Education), Institute of Brain and Education Innovation, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Xue-Min Wang
- Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Key Laboratory of Brain Functional Genomics (Ministry of Education), Institute of Brain and Education Innovation, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Shu-Guang Kuai
- Shanghai Key Laboratory of Mental Health and Psychological Crisis Intervention, Key Laboratory of Brain Functional Genomics (Ministry of Education), Institute of Brain and Education Innovation, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China.,NYU-ECNU Institute of Brain and Cognitive Science, New York University Shanghai, Shanghai, China.,Shanghai Center for Brain Science and Brain-Inspired Technology, Shanghai, China
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14
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Cuello Mejía DA, Sumioka H, Ishiguro H, Shiomi M. Evaluating gaze behaviors as pre-touch reactions for virtual agents. Front Psychol 2023; 14:1129677. [PMID: 36949918 PMCID: PMC10026528 DOI: 10.3389/fpsyg.2023.1129677] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2022] [Accepted: 02/06/2023] [Indexed: 03/08/2023] Open
Abstract
Background Reaction behaviors by human-looking agents to nonverbal communication cues significantly affect how they are perceived as well as how they directly affect interactions. Some studies have evaluated such reactions toward several interactions, although few approached before-touch situations and how the agent's reaction is perceived. Specifically, it has not been considered how pre-touch reactions impact the interaction, the influence of gaze behavior in a before-touch situation context and how it can condition the participant's perception and preferences in the interaction. The present study investigated the factors that define pre-touch reactions in a humanoid avatar in a virtual reality environment and how they influence people's perceptions of the avatars. Methods We performed two experiments to assess the differences between approaches from inside and outside the field of view (FoV) and implemented four different gaze behaviors: face-looking, hand-looking, face-then-hand looking and hand-then-face looking behaviors. We also evaluated the participants' preferences based on the perceived human-likeness, naturalness, and likeability. In Experiment 1, we evaluated the number of steps in gaze behavior, the order of the gaze-steps and the gender; Experiment 2 evaluated the number and order of the gaze-steps. Results A two-step gaze behavior was perceived as more human and more natural from both inside and outside the field of view and that a face-first looking behavior when defining only a one-step gaze movement was preferable to hand-first looking behavior from inside the field of view. Regarding the location from where the approach was performed, our results show that a relatively complex gaze movement, including a face-looking behavior, is fundamental for improving the perceptions of agents in before-touch situations. Discussion The inclusion of gaze behavior as part of a possible touch interaction is helpful for developing more responsive avatars and gives another communication channel for increasing the immersion and enhance the experience in Virtual Reality environments, extending the frontiers of haptic interaction and complementing the already studied nonverbal communication cues.
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Affiliation(s)
- Dario Alfonso Cuello Mejía
- Interaction Science Laboratories, ATR, Kyoto, Japan
- Intelligent Robotics Laboratory, Department of Systems Innovation, Graduate School of Engineer Science, Osaka University, Suita, Osaka, Japan
- *Correspondence: Dario Alfonso Cuello Mejía,
| | | | - Hiroshi Ishiguro
- Intelligent Robotics Laboratory, Department of Systems Innovation, Graduate School of Engineer Science, Osaka University, Suita, Osaka, Japan
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15
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Wu YC, Maymon C, Paden J, Liu W. Launching Your VR Neuroscience Laboratory. Curr Top Behav Neurosci 2023; 65:25-46. [PMID: 37306851 DOI: 10.1007/7854_2023_420] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in leveraging it as a research tool. In the first section, it examines the fundamental functionalities of VR and outlines important considerations that inform the development of immersive content that stimulates the senses. In the second section, the focus of the discussion shifts to the implementation of VR in the context of the neuroscience lab. Practical advice is offered on adapting commercial, off-the-shelf devices to a researcher's specific purposes. Further, methods are explored for recording, synchronizing, and fusing heterogeneous forms of data obtained through the VR system or add-on sensors, as well as for labeling events and capturing game play. The reader should come away with an understanding of fundamental considerations that need to be addressed in order to launch a successful VR neuroscience research program.
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Affiliation(s)
- Ying Choon Wu
- University of California San Diego, San Diego, CA, USA
| | | | | | - Weichen Liu
- University of California San Diego, San Diego, CA, USA
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16
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Shiomi M, Kubota A, Kimoto M, Iio T, Shimohara K. Stay away from me: Coughing increases social distance even in a virtual environment. PLoS One 2022; 17:e0279717. [PMID: 36576927 PMCID: PMC9797075 DOI: 10.1371/journal.pone.0279717] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2022] [Accepted: 12/12/2022] [Indexed: 12/29/2022] Open
Abstract
This study investigated whether the coughing behaviors of virtual agents encourage infection avoidance behavior, i.e., distancing behaviors. We hypothesized that the changes in people's lifestyles in physical environments due to COVID-19 probably influence their behaviors, even in virtual environments where no infection risk is present. We focused on different types of virtual agents because non-human agents, such as robot-like agents, cannot spread a virus by coughing. We prepared four kinds of virtual agents (human-like/robot-like and male/female) and coughing behaviors for them and experimentally measured the personal distance maintained by participants toward them. Our experiment results showed that participants chose a greater distance from coughing agents, regardless of the types, and negatively evaluated them. They also chose a greater distance from male agents than from female agents.
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Affiliation(s)
- Masahiro Shiomi
- Department of Agent Interaction Design Laboratory, Advanced Telecommunications Research Institute International, Kyoto, Japan
- * E-mail:
| | - Atsumu Kubota
- Department of Agent Interaction Design Laboratory, Advanced Telecommunications Research Institute International, Kyoto, Japan
- Faculty of Science and Engineering, Doshisha University, Kyoto, Japan
| | - Mitsuhiko Kimoto
- Department of Agent Interaction Design Laboratory, Advanced Telecommunications Research Institute International, Kyoto, Japan
| | - Takamasa Iio
- Department of Agent Interaction Design Laboratory, Advanced Telecommunications Research Institute International, Kyoto, Japan
- Faculty of Culture and Information Science, Doshisha University, Kyoto, Japan
| | - Katsunori Shimohara
- Department of Agent Interaction Design Laboratory, Advanced Telecommunications Research Institute International, Kyoto, Japan
- Faculty of Science and Engineering, Doshisha University, Kyoto, Japan
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17
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Hirsch L, George C, Butz A. Traces in Virtual Environments: A Framework and Exploration to Conceptualize the Design of Social Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3874-3884. [PMID: 36048991 DOI: 10.1109/tvcg.2022.3203092] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Creating social Virtual Environments (VEs) is an ongoing challenge. Traces of prior human interactions, or traces of use, are used in Physical Environments (PEs) to create more meaningful relationships with the PE and the people within it. In this paper, we explore how the concept of traces of use can be transferred from PEs to VEs to increase known success factors for social VEs, such as increased social presence. First, we introduce a conceptualization and discussion ($N=4$ expert interviews) of a "Traces in VEs" framework. Second, we evaluate the framework in two lab studies ($N=46$ in total), exploring the effect of traces in (i) VE vs. PE, and (ii) on social presence. Our findings confirm that traces increase the feeling of social presence. However, their meaning may differ depending on the environment. Our framework offers a structured overview of relevant components and relationships that need to be considered when designing meaningful user experiences in VE using traces. Thus, our work is valuable for practitioners and researchers who systematically want to create social VEs.
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18
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Cerasa A, Gaggioli A, Marino F, Riva G, Pioggia G. The promise of the metaverse in mental health: the new era of MEDverse. Heliyon 2022; 8:e11762. [PMID: 36458297 PMCID: PMC9706139 DOI: 10.1016/j.heliyon.2022.e11762] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2022] [Revised: 10/11/2022] [Accepted: 11/14/2022] [Indexed: 11/24/2022] Open
Abstract
Since Mark Zuckerberg's announcement about the development of new three-dimensional virtual worlds for social communication, a great debate has been raised about the promise of such a technology. The metaverse, a term formed by combining meta and universe, could open a new era in mental health, mainly in psychological disorders, where the creation of a full-body illusion via digital avatar could promote healthcare and personal well-being. Patients affected by body dysmorphism symptoms (i.e., eating disorders), social deficits (i.e. autism) could greatly benefit from this kind of technology. However, it is not clear which advantage the metaverse would have in treating psychological disorders with respect to the well-known and effective virtual reality (VR) exposure therapy. Indeed, in the last twenty years, a plethora of studies have demonstrated the effectiveness of VR technology in reducing symptoms of pain, anxiety, stress, as well as, in improving cognitive and social skills. We hypothesize that the metaverse will offer more opportunities, such as a more complex, virtual realm where sensory inputs, and recurrent feedback, mediated by a "federation" of multiple technologies - e.g., artificial intelligence, tangible interfaces, Internet of Things and blockchain, can be reinterpreted for facilitating a new kind of communication overcoming self-body representation. However, nowadays a clear starting point does not exist. For this reason, it is worth defining a theoretical framework for applying this new kind of technology in a social neuroscience context for developing accurate solutions to mental health in the future.
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Affiliation(s)
- Antonio Cerasa
- Institute for Biomedical Research and Innovation, National Research Council, IRIB-CNR, 98164 Messina, Italy
- S. Anna Institute, 88900 Crotone, Italy
- Pharmacotechnology Documentation and Transfer Unit, Preclinical and Translational Pharmacology, Department of Pharmacy, Health Science and Nutrition, University of Calabria, 87036 Arcavacata, Italy
| | - Andrea Gaggioli
- Research Center in Communication Psychology, Catholic University of Milan, Milan, Italy
- Applied Technology for Neuro-Psychology Lab., Istituto Auxologico Italiano, Milan, Italy
| | - Flavia Marino
- Institute for Biomedical Research and Innovation, National Research Council, IRIB-CNR, 98164 Messina, Italy
| | - Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab., Istituto Auxologico Italiano, Milan, Italy
- Humane Technology Lab, Catholic University of Milan, Milan, Italy
| | - Giovanni Pioggia
- Institute for Biomedical Research and Innovation, National Research Council, IRIB-CNR, 98164 Messina, Italy
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19
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Jhan XD, Wong SK, Ebrahimi E, Lai Y, Huang WC, Babu SV. Effects of Small Talk With a Crowd of Virtual Humans on Users' Emotional and Behavioral Responses. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3767-3777. [PMID: 36049003 DOI: 10.1109/tvcg.2022.3203107] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
In this contribution, we empirically investigated the effect of small talk on the users' non-verbal behaviors and emotions when users interacted with a crowd of virtual humans (VHs) with positive behavioral dispositions. Users were tasked with collecting items in a virtual marketplace via natural speech-based dialogue with a crowd of virtual pedestrians and vendors. The users were able to engage in natural speech-based conversation in a predefined corpus of small talk content that covered various commonplace small talk topics such as conversations about the weather, general concerns, and entertainment based on similar real-life situations. For instance, the VHs with the small talk ability would ask the users some simple questions to make small talk or remind the users of their belongings. We conducted a between-subjects empirical evaluation to investigate whether the user behaviors and emotions were different between a small talk condition and a non-small talk condition, and examined gender effects of the participants. We collected objective and subjective measures of the users to analyze users' emotions and social interaction behaviors, when in conversation with VHs that either possessed small-talk capability or not, besides task or goal oriented dialogue capabilities. Our result revealed that the VHs with small talk capability could alter the emotions and non-verbal behaviors of the users. Furthermore, the non-verbal behaviors between female and male participants differed greatly in the presence or absence of small talk.
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20
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Effect of Social Actors Perceived Agency on Social Presence in Computer-Mediated Communication. ADVANCES IN HUMAN-COMPUTER INTERACTION 2022. [DOI: 10.1155/2022/9632119] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
Nowadays, both text-based and 3D online applications rely on conversational agents and autonomous characters to interact with users. Previous experiments demonstrated that perceived agency, that is to say, one’s belief in interacting with a computer- or another human-controlled entity could impact social interaction. At present, theories and results still diverge and no consensus has been reached. Therefore, we developed an experiment to investigate the effect of perceived agency and emotional communication on social presence. Participants were told that they would play an online image recognition game against a computer- or a human-controlled opponent. In both cases, participants faced a computer-controlled opponent designed to provide a challenging yet balanced competitive experience. Depending on the experimental conditions, participants were able to communicate with their opponents using emoticons between the game rounds. Results demonstrate a significant main effect of emotional communication on the three dimensions of social presence we considered in this experiment. An interaction effect between perceived agency and emotional communication was observed in copresence, another core dimension of social presence. The impact of emotional communication on participants’ sense of copresence depends on the perceived agency of the opponent. A significant increase was observed for participants facing a computer-controlled opponent when emotional communication was allowed. The sense of copresence was even higher when they were facing a computer-controlled opponent rather than a presumed human-controlled one. These results are discussed with regard to theories of social interaction in computer-mediated communication.
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21
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Plechatá A, Makransky G, Böhm R. Can extended reality in the metaverse revolutionise health communication? NPJ Digit Med 2022; 5:132. [PMID: 36056245 PMCID: PMC9438352 DOI: 10.1038/s41746-022-00682-x] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2022] [Accepted: 08/22/2022] [Indexed: 11/09/2022] Open
Affiliation(s)
- Adéla Plechatá
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark
| | - Guido Makransky
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark
| | - Robert Böhm
- Department of Psychology, University of Copenhagen, Copenhagen, Denmark. .,Faculty of Psychology, University of Vienna, Vienna, Austria. .,Copenhagen Center for Social Data Science (SODAS), University of Copenhagen, Copenhagen, Denmark.
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22
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Buck LE, Chakraborty S, Bodenheimer B. The Impact of Embodiment and Avatar Sizing on Personal Space in Immersive Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2102-2113. [PMID: 35167460 DOI: 10.1109/tvcg.2022.3150483] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
In this paper, we examine how embodiment and manipulation of a self-avatar's dimensions - specifically the arm length - affect users' judgments of the personal space around them in an immersive virtual environment. In the real world, personal space is the immediate space around the body in which physical interactions are possible. Personal space is increasingly studied in virtual environments because of its importance to social interactions. Here, we specifically look at two components of personal space, interpersonal and peripersonal space, and how they are affected by embodiment and the sizing of a self-avatar. We manipulated embodiment, hypothesizing that higher levels of embodiment will result in larger measures of interpersonal space and smaller measures of peripersonal space. Likewise, we manipulated the arm length of a self-avatar, hypothesizing that while interpersonal space would change with changing arm length, peripersonal space would not. We found that the representation of both interpersonal and peripersonal space change when the user experiences differing levels of embodiment in accordance with our hypotheses, and that only interpersonal space was sensitive to changes in the dimensions of a self-avatar's arms. These findings provide increased understanding of the role of embodiment and self-avatars in the regulation of personal space, and provide foundations for improved design of social interaction in virtual environments.
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23
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The effects of embodying wildlife in virtual reality on conservation behaviors. Sci Rep 2022; 12:6439. [PMID: 35440749 PMCID: PMC9019095 DOI: 10.1038/s41598-022-10268-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/06/2021] [Accepted: 04/05/2022] [Indexed: 11/08/2022] Open
Abstract
Efforts to mitigate environmental threats are often inversely related to the magnitude of casualty, human or otherwise. This “compassion fade” can be explained, in part, by differential processing of large- versus small-scale threats: it is difficult to form empathic connections with unfamiliar masses versus singular victims. Despite robust findings, little is known about how non-human casualty is processed, and what strategies override this bias. Across four experiments, we show how embodying threatened megafauna-Loggerhead sea turtles (Caretta Caretta)-using virtual reality can offset and reverse compassion fade. After observing compassion fade during exposure to non-human casualty in virtual reality (Study 1; N = 60), we then tested a custom virtual reality simulation designed to facilitate body transfer with a threatened Loggerhead sea turtle (Study 2; N = 98). Afterwards, a field experiment (Study 3; N = 90) testing the simulation with varied number of victims showed body transfer offset compassion fade. Lastly, a fourth study (N = 25) found that charitable giving among users embodying threatened wildlife was highest when exposed to one versus several victims, though this effect was reversed if victims were of a different species. The findings demonstrate how animal embodiment in virtual reality alters processing of environmental threats and non-human casualty, thereby influencing conservation outcomes.
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24
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No faces, just body movements—Effects of perceived emotional valence of body kinetics and psychological factors on interpersonal distance behavior within an immersive virtual environment. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03082-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
Abstract
Abstract
In an immersive virtual environment, it was investigated how the perception of body kinetics contributes to social distance behavior when the facial expression and other physical properties of a social interaction partner cannot be perceived. Based on point light displays, both the subject and the social interaction partner were depicted as stick figures, both moving simultaneously in the same space. In addition, the effects of relevant psychological factors of the perceiver on social distance behavior were examined. The results were consistent with those from studies with facial expressions or realistic full-body interactants. A greater distance was maintained from characters with emotionally negative expressions of body kinetics. Stationary objects stimuli, which were also included in the study, were mostly passed closer than neutral agents. However, the results are not entirely clear and require further investigation. Depressive symptom burden and factors mainly related to anxiety and avoidance showed effects on social distance in an IVE. The CID, a test often used to assess the interpersonal distance at which a person is comfortable, correlated with that overt behavior. In summary, the results of the study provide experimental evidence that the perception of body kinetics has a similarly significant influence on the regulation of social distance as, for example, facial affect. Implementing this study in real life would be incredibly complex, if not impossible. It is interesting to see that the comparatively simple method used in this study to create and operate an immersive virtual environment turned out to be suitable for studying at least simple types of social behavior based on body movements.
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25
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Palmisano C, Kullmann P, Hanafi I, Verrecchia M, Latoschik ME, Canessa A, Fischbach M, Isaias IU. A Fully-Immersive Virtual Reality Setup to Study Gait Modulation. Front Hum Neurosci 2022; 16:783452. [PMID: 35399359 PMCID: PMC8983870 DOI: 10.3389/fnhum.2022.783452] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/26/2021] [Accepted: 02/03/2022] [Indexed: 01/10/2023] Open
Abstract
Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need. Methods: We have developed a fully-immersive virtual reality (VR) environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent (VA) crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world (RW) and in the VR environment, both with (VR/A+) and without (VR/A-) the VA perturbation. The VR environment closely resembled the RW scenario of the gait laboratory. To ensure standardization of the obstacle presentation the starting time speed and trajectory of the VA were defined using the kinematics of the participant as detected online during each walking trial. Results: We did not observe kinematic differences between walking in RW and VR/A-, suggesting that our VR environment per se might not induce significant changes in the locomotor pattern. When facing the VA all subjects consistently reduced stride length and velocity while increasing stride duration. Trunk inclination and mediolateral trajectory deviation also facilitated avoidance of the obstacle. Conclusions: This proof-of-concept study shows that our VR/A+ paradigm effectively induced a timely gait modulation in a standardized immersive and realistic scenario. This protocol could be a powerful research tool to study gait modulation and its derangements in relation to aging and clinical conditions.
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Affiliation(s)
- Chiara Palmisano
- Department of Neurology, University Hospital of Würzburg and Julius Maximilian University of Würzburg, Würzburg, Germany
- *Correspondence: Chiara Palmisano
| | - Peter Kullmann
- Human-Computer Interaction, Julius Maximilian University of Würzburg, Würzburg, Germany
| | - Ibrahem Hanafi
- Department of Neurology, University Hospital of Würzburg and Julius Maximilian University of Würzburg, Würzburg, Germany
| | - Marta Verrecchia
- Department of Neurology, University Hospital of Würzburg and Julius Maximilian University of Würzburg, Würzburg, Germany
| | - Marc Erich Latoschik
- Human-Computer Interaction, Julius Maximilian University of Würzburg, Würzburg, Germany
| | - Andrea Canessa
- Department of Neurology, University Hospital of Würzburg and Julius Maximilian University of Würzburg, Würzburg, Germany
- Department of Informatics, Bioengineering, Robotics and System Engineering, University of Genoa, Genova, Italy
| | - Martin Fischbach
- Human-Computer Interaction, Julius Maximilian University of Würzburg, Würzburg, Germany
| | - Ioannis Ugo Isaias
- Department of Neurology, University Hospital of Würzburg and Julius Maximilian University of Würzburg, Würzburg, Germany
- Parkinson Institute Milan, ASST Pini-CTO, Milano, Italy
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26
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Yoon L, Yang D, Kim J, Chung C, Lee SH. Placement Retargeting of Virtual Avatars to Dissimilar Indoor Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:1619-1633. [PMID: 32822297 DOI: 10.1109/tvcg.2020.3018458] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Rapidly developing technologies are realizing a 3D telepresence, in which geographically separated users can interact with each other through their virtual avatars. In this article, we present novel methods to determine the avatar's position in an indoor space to preserve the semantics of the user's position in a dissimilar indoor space with different space configurations and furniture layouts. To this end, we first perform a user survey on the preferred avatar placements for various indoor configurations and user placements, and identify a set of related attributes, including interpersonal relation, visual attention, pose, and spatial characteristics, and quantify these attributes with a set of features. By using the obtained dataset and identified features, we train a neural network that predicts the similarity between two placements. Next, we develop an avatar placement method that preserves the semantics of the placement of the remote user in a different space as much as possible. We show the effectiveness of our methods by implementing a prototype AR-based telepresence system and user evaluations.
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Lüönd AM, Wolfensberger L, Wingenbach TSH, Schnyder U, Weilenmann S, Pfaltz MC. Don't get too close to me: depressed and non-depressed survivors of child maltreatment prefer larger comfortable interpersonal distances towards strangers. Eur J Psychotraumatol 2022; 13:2066457. [PMID: 35957629 PMCID: PMC9359181 DOI: 10.1080/20008198.2022.2066457] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
Abstract
BACKGROUND Childhood maltreatment (CM) is frequently linked to interpersonal problems such as difficulties in social relationships, loneliness, and isolation. These difficulties might partly stem from troubles regulating comfortable interpersonal distance (CIPD). OBJECTIVE We experimentally investigated whether CM manifests in larger CIPD and whether all subtypes of CM (i.e., physical, emotional, or sexual abuse and physical or emotional neglect) affect CIPD. METHODS Using the stop-distance method (i.e. a team member approached participants until the latter indicated discomfort), we assessed CIPD in 84 adults with a self-reported history of CM (24 with depressive symptoms) and 57 adult controls without a history of CM (without depressive symptoms). RESULTS Adults with CM showed a larger CIPD (Mdn = 86 cm) than controls (Mdn = 68 cm), and CIPD was largest for those with CM combined with current depressive symptoms (Mdn = 145 cm) (p's < .047). In the latter group, all subtypes of CM were associated with a larger CIPD compared to controls (p's < .045). In the CM group without depressive symptoms, only those with emotional abuse (p = .040) showed a larger CIPD than controls. CONCLUSIONS These results add to findings of differential socio-emotional long-term consequences of CM, depending upon the subtype of CM. Future research should explore whether a larger CIPD has a negative impact on social functioning in individuals exposed to CM, particularly in those with depressive symptoms. HIGHLIGHTS Adults with child maltreatment (CM) prefer larger physical distances.• This effect is more pronounced in those with CM and depressive symptoms.• Troubled regulation of physical distance might contribute to interpersonal problems.
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Affiliation(s)
- Antonia M Lüönd
- Medical Faculty, University of Zurich, Zürich, Switzerland.,Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Lukas Wolfensberger
- Medical Faculty, University of Zurich, Zürich, Switzerland.,Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Tanja S H Wingenbach
- Medical Faculty, University of Zurich, Zürich, Switzerland.,Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | | | - Sonja Weilenmann
- Medical Faculty, University of Zurich, Zürich, Switzerland.,Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland
| | - Monique C Pfaltz
- Medical Faculty, University of Zurich, Zürich, Switzerland.,Department of Consultation-Liaison Psychiatry and Psychosomatic Medicine, University Hospital Zurich, Zürich, Switzerland.,Department of Psychology and Social Work, Mid Sweden University, Östersund, Sweden
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28
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Munsch S, Forrer F, Naas A, Mueller V, Rubo M, Hannoun F, Mugellini E. Correlates of interpersonal emotion regulation problems in Loss of Control eating (LOC) in youth: study protocol of the combined online and App based questionnaire, laboratory and randomized controlled online intervention i-BEAT trial. BMC Psychol 2021; 9:193. [PMID: 34895337 PMCID: PMC8666071 DOI: 10.1186/s40359-021-00690-8] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2021] [Accepted: 11/22/2021] [Indexed: 12/03/2022] Open
Abstract
BACKGROUND Binge Eating Disorder (BED) represents a common eating disorder associated with marked health impairments. A subclinical variant, loss of control eating (LOC) is prevalent in youth. LOC is associated with similar mental distress as full-blown BED, increases the risk to develop a BED and promotes continuous weight gain. The etiology of LOC is not yet fully understood and specialized treatment for youth is scarce. METHODS The i-BEAT study includes a cross-sectional and longitudinal online questionnaire study (N = 600), an App based daily-life approach and a laboratory virtual reality study in N = 60 youths (14-24 years) with and without LOC as well as a controlled randomized online treatment trial to investigate the feasibility, acceptance and efficacy of a CBT and an interpersonal emotion regulation module for youth (N = 120). The primary outcomes include self-reported as well as measured (heart rate variability, gaze behavior, reaction times in stop signal task) associations between emotion regulation problems (such as dealing with RS), psychological impairment and binge eating in a healthy control group and youth with LOC. Secondary outcomes encompass general eating disorder pathology, social anxiety, body mass index, hyperscanning behavior and therapists' rating of patients' condition pre and post treatment. Epigenetic correlates of RS are assessed in healthy controls and youth with LOC and explored before and after treatment. DISCUSSION The expected findings will specify the role of interpersonal emotion regulation problems such as coping with the experience of social exclusion and rejection sensitivity (RS) in LOC and clarify, whether including a training to cope with RS adds to the efficacy of a cognitive behavioral treatment (CBT). TRIAL REGISTRATION German Clinical Trial Register: DRKS00023706. Registered 27 November 2020, https://www.drks.de/drks_web/navigate.do?navigationId=trial.HTML&TRIAL_ID=DRKS00023706.
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Affiliation(s)
- Simone Munsch
- Clinical Psychology and Psychotherapy, Department of Psychology, University of Fribourg, Rue P.-A.-de-Faucigny 2, 1700 Fribourg, Switzerland
| | - Felicitas Forrer
- Clinical Psychology and Psychotherapy, Department of Psychology, University of Fribourg, Rue P.-A.-de-Faucigny 2, 1700 Fribourg, Switzerland
| | - Adrian Naas
- Clinical Psychology and Psychotherapy, Department of Psychology, University of Fribourg, Rue P.-A.-de-Faucigny 2, 1700 Fribourg, Switzerland
| | - Verena Mueller
- Clinical Psychology and Psychotherapy, Department of Psychology, University of Fribourg, Rue P.-A.-de-Faucigny 2, 1700 Fribourg, Switzerland
| | - Marius Rubo
- Clinical Psychology and Psychotherapy, Department of Psychology, University of Fribourg, Rue P.-A.-de-Faucigny 2, 1700 Fribourg, Switzerland
| | - Fouad Hannoun
- Technology for Human Well-Being Institute (HumanTech), University of Applied Sciences of Western Switzerland, Boulevard de Pérolles 80, Fribourg, Switzerland
| | - Elena Mugellini
- Technology for Human Well-Being Institute (HumanTech), University of Applied Sciences of Western Switzerland, Boulevard de Pérolles 80, Fribourg, Switzerland
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Fini C, Tummolini L, Borghi AM. Contextual modulation of preferred social distance during the Covid-19 pandemic. Sci Rep 2021; 11:23726. [PMID: 34887441 PMCID: PMC8660879 DOI: 10.1038/s41598-021-02905-9] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2021] [Accepted: 11/22/2021] [Indexed: 12/17/2022] Open
Abstract
Social distancing during a pandemic might be influenced by different attitudes: people may decide to reduce the risk and protect themselves from viral contagion, or they can opt to maintain their habits and be more exposed to the infection. To better understand the underlying motivating attitudes, we asked participants to indicate in an online platform the interpersonal distance from different social targets with professional/social behaviors considered more or less exposed to the virus. We selected five different social targets: a cohabitant, a friend working in a hospital, a friend landed from an international flight, a friend who is back from a cycling ride, or a stranger. In order to measure the realistic and the symbolic perceived threat, we administered the Brief 10-item COVID-19 threat scale. Moreover, in order to measure the risk attitude in different domains, the participants were also asked to fill in the Domain-Specific Risk-Taking DOSPERT scale. Results reveal a general preference for an increased distance from a stranger and the friends who are considered to be more exposed to the virus: the friend working in a hospital or landed from an international flight. Moreover, the interpersonal distance from friends is influenced by the perception of Realistic Threat measured through the Integrated Covid Threat Scale and the Health/Safety Risk Perception/Assumption as measured by the DOSPERT scale. Our results show the flexible and context-dependent nature of our representation of other people: as the social categories are not unchangeable fixed entities, the bodily (e.g., spatial) attitudes towards them are an object of continuous attunement.
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Affiliation(s)
- Chiara Fini
- Department of Dynamic and Clinical Psychology and Health Studies, "Sapienza" University of Rome, Rome, Italy.
| | - Luca Tummolini
- Institute of Cognitive Sciences and Technologies, National Research Council (CNR), Rome, Italy
| | - A M Borghi
- Department of Dynamic and Clinical Psychology and Health Studies, "Sapienza" University of Rome, Rome, Italy
- Institute of Cognitive Sciences and Technologies, National Research Council (CNR), Rome, Italy
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Tsai WS, Lun D, Carcioppolo N, Chuan C. Human versus chatbot: Understanding the role of emotion in health marketing communication for vaccines. PSYCHOLOGY & MARKETING 2021; 38:2377-2392. [PMID: 34539051 PMCID: PMC8441681 DOI: 10.1002/mar.21556] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/30/2020] [Revised: 07/11/2021] [Accepted: 07/14/2021] [Indexed: 06/05/2023]
Abstract
Based on the theoretical framework of agency effect, this study examined the role of affect in influencing the effects of chatbot versus human brand representatives in the context of health marketing communication about HPV vaccines. We conducted a 2 (perceived agency: chatbot vs. human) × 3 (affect elicitation: embarrassment, anger, neutral) between-subject lab experiment with 142 participants, who were randomly assigned to interact with either a perceived chatbot or a human representative. Key findings from self-reported and behavioral data highlight the complexity of consumer-chatbot communication. Specifically, participants reported lower interaction satisfaction with the chatbot than with the human representative when anger was evoked. However, participants were more likely to disclose concerns of HPV risks and provide more elaborate answers to the perceived human representative when embarrassment was elicited. Overall, the chatbot performed comparably to the human representative in terms of perceived usefulness and influence over participants' compliance intention in all emotional contexts. The findings complement the Computers as Social Actors paradigm and offer strategic guidelines to capitalize on the relative advantages of chatbot versus human representatives.
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Affiliation(s)
| | - Di Lun
- Department of Communication StudiesUniversity of MiamiMiamiFloridaUSA
| | | | - Ching‐Hua Chuan
- Department of Interactive MediaUniversity of MiamiMiamiFloridaUSA
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31
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Humans adjust virtual comfort-distance towards an artificial agent depending on their sexual orientation and implicit prejudice against gay men. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106948] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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32
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Habituation of salivary cortisol and cardiovascular reactivity to a repeated real-life and virtual reality Trier Social Stress Test. Physiol Behav 2021; 242:113618. [PMID: 34619162 DOI: 10.1016/j.physbeh.2021.113618] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2021] [Revised: 09/29/2021] [Accepted: 10/02/2021] [Indexed: 11/20/2022]
Abstract
BACKGROUND Although the Trier Social Stress Test (TSST) constitutes a valid paradigm for social stress induction, less is known about the effects of a virtual reality (VR) TSST on short- and long-term hypothalamic-pituitary-adrenal (HPA) axis and sympathetic-adreno-medullar (SAM) axis responses. Hence, this study set out to evaluate reactivity and habituation of self-reported stress and HPA and SAM reactivity in a real TSST and VR-TSST when compared to a placebo TSST. METHOD Sixty-eight healthy young adults (50% female) were randomly assigned to either a real TSST, a VR-TSST, or a placebo TSST, all of which were conducted three times (one day and one week post initial exposure). Social presence, self-reported stress, salivary cortisol, heart rate (HR), and heart rate variability (HRV) were analyzed using ANOVAs and multilevel models. FINDINGS On the first exposure, both the real and VR-TSST showed significantly stronger cortisol and cardiovascular responses than the placebo. On the second visit, the cortisol response was still significantly high-and the HRV response low-for the real and VR-TSST. The third visit resulted in HR, HRV, and cortisol responses comparable to the placebo group. Furthermore, the real TSST induced more self-reported stress than the placebo on all three visits, the VR-TSST only on the first two visits. Social presence was stable across conditions and had no association with stress markers. CONCLUSION These findings imply that the replicability of stress exposures at shorter intervals seems problematic for the traditional TSST, and for the VR-TSST.
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33
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Psychological and physiological evidence for an initial 'Rough Sketch' calculation of personal space. Sci Rep 2021; 11:20960. [PMID: 34697390 PMCID: PMC8545955 DOI: 10.1038/s41598-021-99578-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2021] [Accepted: 09/21/2021] [Indexed: 11/08/2022] Open
Abstract
Personal space has been defined as “the area individuals maintain around themselves into which others cannot intrude without arousing discomfort”. However, the precise relationship between discomfort (or arousal) responses as a function of distance from an observer remains incompletely understood. Also the mechanisms involved in recognizing conspecifics and distinguishing them from other objects within personal space have not been identified. Accordingly, here we measured personal space preferences in response to real humans and human-like avatars (in virtual reality), using well-validated “stop distance” procedures. Based on threshold measurements of personal space, we examined within-subject variations in discomfort-related responses across multiple distances (spanning inside and outside each individual’s personal space boundary), as reflected by psychological (ratings) and physiological (skin conductance) responses to both humans and avatars. We found that the discomfort-by-distance functions for both humans and avatars were closely fit by a power law. These results suggest that the brain computation of visually-defined personal space begins with a ‘rough sketch’ stage, which generates responses to a broad range of human-like stimuli, in addition to humans. Analogous processing mechanisms may underlie other brain functions which respond similarly to both real and simulated human body parts.
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Sterna R, Zibrek K. Psychology in Virtual Reality: Toward a Validated Measure of Social Presence. Front Psychol 2021; 12:705448. [PMID: 34671291 PMCID: PMC8520984 DOI: 10.3389/fpsyg.2021.705448] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Accepted: 09/06/2021] [Indexed: 11/22/2022] Open
Affiliation(s)
- Radosław Sterna
- Emotion and Perception Lab, Faculty of Philosophy, Institute of Psychology, Jagiellonian University, Krakow, Poland
| | - Katja Zibrek
- MimeTIC Team, Inria, Université de Rennes, CNRS, IRISA, Rennes, France
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35
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A comparative evaluation of the four measurement methods for comfort and reachability distance perceptions. Behav Res Methods 2021; 54:1766-1777. [PMID: 34664228 DOI: 10.3758/s13428-021-01715-1] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/20/2021] [Indexed: 11/08/2022]
Abstract
This study aimed to evaluate the precision, accuracy, and reliability of the common measurement methods for collecting comfort and reachability distances. Four measurement methods were applied in the study: real-life measurement, virtual reality (VR) simulation, the media method, and the paper-and-pencil test. Forty participants were recruited, who were required to determine their comfort and reachability distances when approached by, or actively approaching, confederates under the four methods. The relative error magnitude and mean absolute difference were used to evaluate the precision and accuracy of the methods, respectively. Then, intraclass correlation coefficients were applied to evaluate the reliability of the methods. The ANOVA results showed that the confederate's gender, method, and pattern all had significant effects on the comfort and reachability distances. The distance obtained by the paper-and-pencil test was the smallest, while the distance measured by the media method was larger. The real-life measurement had high reliability, but its precision performance was worse than that of both the VR simulation and the active media method. The VR simulation had the best precision and reliability, while the measurement value tended to be overestimated. The media method in the passive pattern showed the worst precision, accuracy, and reliability performance among the four methods. The active media method performed well except for accuracy when collecting distance data. The paper-and-pencil test showed erroneous results regarding the precision and reliability performance. These findings provide scientific reference suggestions for the selection of measuring methods for collecting comfort and reachability distances.
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36
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Lee YC, Chen YL. Influence of Wearing Surgical Mask on Interpersonal Space Perception Between Mainland Chinese and Taiwanese People. Front Psychol 2021; 12:692404. [PMID: 34539490 PMCID: PMC8446185 DOI: 10.3389/fpsyg.2021.692404] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/08/2021] [Accepted: 08/06/2021] [Indexed: 12/21/2022] Open
Abstract
Wearing face masks and maintaining social distancing of 1.5m are two common preventive measures against the spread of COVID-19. However, the interaction of these preventive measures in interpersonal space (IPS) perception remains unknown. This study evaluated the effects of wearing surgical masks, sex dyads, and approaching patterns on IPS judgment. Data were collected from participants from Mainland China (n=100) and Taiwan (n=100) through an online survey. Therefore, the regional differences were also examined. A smaller IPS was observed when participants faced confederates wearing surgical masks than in the no-mask condition. Female dyads tended to maintain a smaller IPS than did both male and mixed-sex dyads, and Taiwanese participants maintained a significantly larger IPS than did Mainland Chinese participants. No significant difference was observed between the active and passive pattern. Moreover, the interaction between region and mask had a significant influence on IPS perception. Among all test combinations, only the IPS perceived by Taiwanese participants facing confederates without surgical masks exceeded 1.5m. This study revealed that the wearing of surgical masks for health protection during the pandemic influences IPS perception in different regions. The current findings may provide useful information for social interaction and environmental design during the COVID-19 pandemic.
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Affiliation(s)
- Yu-Chi Lee
- School of Design, South China University of Technology, Guangzhou, China
| | - Yi-Lang Chen
- Department of Industrial Engineering and Management, Ming Chi University of Technology, New Taipei, Taiwan
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37
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Ruggiero G, Rapuano M, Cartaud A, Coello Y, Iachini T. Defensive functions provoke similar psychophysiological reactions in reaching and comfort spaces. Sci Rep 2021; 11:5170. [PMID: 33664292 PMCID: PMC7933359 DOI: 10.1038/s41598-021-83988-2] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2020] [Accepted: 02/04/2021] [Indexed: 01/31/2023] Open
Abstract
The space around the body crucially serves a variety of functions, first and foremost, preserving one's own safety and avoiding injury. Recent research has shown that emotional information, in particular threatening facial expressions, affects the regulation of peripersonal-reaching space (PPS, for action with objects) and interpersonal-comfort space (IPS, for social interaction). Here we explored if emotional facial expressions may similarly or differently affect both spaces in terms of psychophysiological reactions (cardiac inter-beat intervals: IBIs, i.e. inverse of heart rate; Skin Conductance Response amplitude: SCR amplitude) and spatial distance. Through Immersive Virtual Reality technology, participants determined reaching-distance (PPS) and comfort-distance (IPS) from virtual confederates exhibiting happy/angry/neutral facial expressions while being approached by them. During these interactions, spatial distance and psychophysiological reactions were recorded. Results revealed that when interacting with angry virtual confederates the distance increased similarly in both comfort-social and reaching-action spaces. Moreover, interacting with virtual confederates exhibiting angry rather than happy or neutral expressions provoked similar psychophysiological activations (SCR amplitude, IBIs) in both spaces. Regression analyses showed that psychophysiological activations, particularly SCR amplitude in response to virtual confederates approaching with angry expressions, were able to predict the increase of PPS and IPS. These findings suggest that self-protection functions could be the expression of a common defensive mechanism shared by social and action spaces.
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Affiliation(s)
- G. Ruggiero
- Laboratory of Cognitive Science and Immersive Virtual Reality, CS-IVR, Department of Psychology, University of Campania L. Vanvitelli, Viale Ellittico, 31, 81100 Caserta, Italy
| | - M. Rapuano
- Laboratory of Cognitive Science and Immersive Virtual Reality, CS-IVR, Department of Psychology, University of Campania L. Vanvitelli, Viale Ellittico, 31, 81100 Caserta, Italy
| | - A. Cartaud
- grid.503422.20000 0001 2242 6780UMR 9193 - SCALab - Sciences Cognitives et Sciences Affectives, CNRS, CHU Lille, University of Lille, 59000 Lille, France
| | - Y. Coello
- grid.503422.20000 0001 2242 6780UMR 9193 - SCALab - Sciences Cognitives et Sciences Affectives, CNRS, CHU Lille, University of Lille, 59000 Lille, France
| | - T. Iachini
- Laboratory of Cognitive Science and Immersive Virtual Reality, CS-IVR, Department of Psychology, University of Campania L. Vanvitelli, Viale Ellittico, 31, 81100 Caserta, Italy
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Pazhoohi F, Choi G, Kingstone A. Larger distances from larger vehicles: effect of vehicle size, viewing side and their facia on comfort distance in virtual reality. AUSTRALIAN JOURNAL OF PSYCHOLOGY 2021. [DOI: 10.1080/00049530.2021.1882272] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Affiliation(s)
- Farid Pazhoohi
- Department of Psychology, University of British Columbia, Vancouver, British Columbia, Canada
| | - Gini Choi
- Department of Psychology, University of British Columbia, Vancouver, British Columbia, Canada
| | - Alan Kingstone
- Department of Psychology, University of British Columbia, Vancouver, British Columbia, Canada
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Virtual Reality Immersion Rescales Regulation of Interpersonal Distance in Controls but not in Autism Spectrum Disorder. J Autism Dev Disord 2021; 50:4317-4328. [PMID: 32266686 DOI: 10.1007/s10803-020-04484-6] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/03/2023]
Abstract
Interpersonal distance (IPD) is a simple social regulation metric which is altered in autism. We performed a stop-distance paradigm to evaluate IPD regulation in autism spectrum disorder (ASD) and control groups in a real versus a virtual environment mimicking in detail the real one. We found a bimodal pattern of IPDs only in ASD. Both groups showed high IPD correlations between real and virtual environments, but the significantly larger slope in the control group suggests rescaling, which was absent in ASD. We argue that loss of nuances like non-verbal communication, such as perception of subtle body gestures in the virtual environment, lead to changed regulation of IPD in controls, whilst ASD participants show similar deficits in perceiving such subtle cues in both environments.
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Baqapuri HI, Roes LD, Zvyagintsev M, Ramadan S, Keller M, Roecher E, Zweerings J, Klasen M, Gur RC, Mathiak K. A Novel Brain-Computer Interface Virtual Environment for Neurofeedback During Functional MRI. Front Neurosci 2021; 14:593854. [PMID: 33505237 PMCID: PMC7830095 DOI: 10.3389/fnins.2020.593854] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2020] [Accepted: 12/01/2020] [Indexed: 12/11/2022] Open
Abstract
Virtual environments (VEs), in the recent years, have become more prevalent in neuroscience. These VEs can offer great flexibility, replicability, and control over the presented stimuli in an immersive setting. With recent developments, it has become feasible to achieve higher-quality visuals and VEs at a reasonable investment. Our aim in this project was to develop and implement a novel real-time functional magnetic resonance imaging (rt-fMRI)-based neurofeedback (NF) training paradigm, taking into account new technological advances that allow us to integrate complex stimuli into a visually updated and engaging VE. We built upon and developed a first-person shooter in which the dynamic change of the VE was the feedback variable in the brain-computer interface (BCI). We designed a study to assess the feasibility of the BCI in creating an immersive VE for NF training. In a randomized single-blinded fMRI-based NF-training session, 24 participants were randomly allocated into one of two groups: active and reduced contingency NF. All participants completed three runs of the shooter-game VE lasting 10 min each. Brain activity in a supplementary motor area region of interest regulated the possible movement speed of the player's avatar and thus increased the reward probability. The gaming performance revealed that the participants were able to actively engage in game tasks and improve across sessions. All 24 participants reported being able to successfully employ NF strategies during the training while performing in-game tasks with significantly higher perceived NF control ratings in the NF group. Spectral analysis showed significant differential effects on brain activity between the groups. Connectivity analysis revealed significant differences, showing a lowered connectivity in the NF group compared to the reduced contingency-NF group. The self-assessment manikin ratings showed an increase in arousal in both groups but failed significance. Arousal has been linked to presence, or feelings of immersion, supporting the VE's objective. Long paradigms, such as NF in MRI settings, can lead to mental fatigue; therefore, VEs can help overcome such limitations. The rewarding achievements from gaming targets can lead to implicit learning of self-regulation and may broaden the scope of NF applications.
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Affiliation(s)
- Halim I. Baqapuri
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Linda D. Roes
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Mikhail Zvyagintsev
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Souad Ramadan
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Micha Keller
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Erik Roecher
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Jana Zweerings
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Martin Klasen
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
| | - Ruben C. Gur
- Department of Psychiatry, Perelman School of Medicine, University of Pennsylvania, Philadelphia, PA, United States
| | - Klaus Mathiak
- Department of Psychiatry, Psychotherapy and Psychosomatics, Medical School, RWTH Aachen University, Aachen, Germany
- Jülich Aachen Research Alliance-Translational Brain Medicine, RWTH Aachen University, Aachen, Germany
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Small Talk with a Robot? The Impact of Dialog Content, Talk Initiative, and Gaze Behavior of a Social Robot on Trust, Acceptance, and Proximity. Int J Soc Robot 2021. [DOI: 10.1007/s12369-020-00730-0] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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42
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Andel SA, de Vreede T, Spector PE, Padmanabhan B, Singh VK, de Vreede GJ. Do social features help in video-centric online learning platforms? A social presence perspective. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106505] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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Khenak N, Vezien J, Bourdot P. Spatial Presence, Performance, and Behavior between Real, Remote, and Virtual Immersive Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:3467-3478. [PMID: 32976103 DOI: 10.1109/tvcg.2020.3023574] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Spatial presence encompasses the user's ability to experience a sense of "being there". While particular attention was given to assess spatial presence in real and virtual environments, few have been interested in measuring it in telepresence situations. To bridge this gap, the present work introduces a study that compares the execution of a task in three conditions: a real physical environment, a remote environment via a telepresence system, and a virtual simulation of the real environment. Following a within-subject design, 27 participants performed a navigation task consisting in following a route while avoiding obstacles. Spatial presence and five related factors (affordance, enjoyment, attention allocation, reality, and cybersickness) were evaluated using a presence questionnaire. In addition, performance measures were gathered regarding environment recollection and task execution. The evaluation also included a behavioral metric measured by obstacle avoidance distance extracted from participants' trajectories. Results indicated a higher presence in the real environment, along with the best performance measures. No difference was found in spatial presence between the remote and the virtual conditions, although a higher degree of affordance and enjoyment was attributed to the virtual environment, and a higher degree of reality was attributed to the remote environment. The number of collisions was found to be lower in the remote condition compared to the virtual condition. Similarly, the avoidance distance was also bigger (and almost similar) in the real and the remote environments compared to the virtual environment indicating a greater caution of participants. These cues highlight that the behavior of participants in the remote condition was closer to their behavior in the real situation than it was in the virtual condition. Furthermore, positive correlations were found between the reality factor and two of the three performance measures, as well as with the behavioral metric. This suggests that the degree of physical existence of the space in which participants operate can influence their performance and behavior.
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Intelligent Blended Agents: Reality–Virtuality Interaction with Artificially Intelligent Embodied Virtual Humans. MULTIMODAL TECHNOLOGIES AND INTERACTION 2020. [DOI: 10.3390/mti4040085] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Intelligent virtual agents (VAs) already support us in a variety of everyday tasks such as setting up appointments, monitoring our fitness, and organizing messages. Adding a humanoid body representation to these mostly voice-based VAs has enormous potential to enrich the human–agent communication process but, at the same time, raises expectations regarding the agent’s social, spatial, and intelligent behavior. Embodied VAs may be perceived as less human-like if they, for example, do not return eye contact, or do not show a plausible collision behavior with the physical surroundings. In this article, we introduce a new model that extends human-to-human interaction to interaction with intelligent agents and covers different multi-modal and multi-sensory channels that are required to create believable embodied VAs. Theoretical considerations of the different aspects of human–agent interaction are complemented by implementation guidelines to support the practical development of such agents. In this context, we particularly emphasize one aspect that is distinctive of embodied agents, i.e., interaction with the physical world. Since previous studies indicated negative effects of implausible physical behavior of VAs, we were interested in the initial responses of users when interacting with a VA with virtual–physical capabilities for the first time. We conducted a pilot study to collect subjective feedback regarding two forms of virtual–physical interactions. Both were designed and implemented in preparation of the user study, and represent two different approaches to virtual–physical manipulations: (i) displacement of a robotic object, and (ii) writing on a physical sheet of paper with thermochromic ink. The qualitative results of the study indicate positive effects of agents with virtual–physical capabilities in terms of their perceived realism as well as evoked emotional responses of the users. We conclude with an outlook on possible future developments of different aspects of human–agent interaction in general and the physical simulation in particular.
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Virtual and real-life ostracism and its impact on a subsequent acute stressor. Physiol Behav 2020; 228:113205. [PMID: 33058901 DOI: 10.1016/j.physbeh.2020.113205] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/26/2020] [Revised: 10/09/2020] [Accepted: 10/10/2020] [Indexed: 02/07/2023]
Abstract
While ostracism constitutes a social stressor with negative effects on physical and mental health, social inclusion seems to increase resilience. This may be true not only for face-to-face settings, but also for computer-mediated interactions. Hence, this study examined the differences between ostracism and social inclusion in real-life or Virtual Reality (VR) regarding self-reported stress, neuroendocrine and cardiovascular reactivity in a subsequent real-life socio-evaluative task. 84 females were randomly assigned to a 3 (agency: face-to-face/human controlled VR-avatar/computer VR-agent) x 2 (inclusion status: inclusion/exclusion) between-subject design using a Cyberball paradigm. Subsequently, they were exposed to a real-life Trier Social Stress Test (TSST). Results indicate that the experience of ostracism constitutes a threat to fundamental social needs independent of agency. Excluded participants showed cardiovascular reactivity during TSST; also face-to-face and avatar excluded individuals had elevated salivary cortisol levels. Included participants reported more perceived social support during Cyberball and showed a blunted cortisol response to the TSST. These results suggest that face-to-face and avatar-related ostracism provokes responses in the hypothalamic-pituitary-adrenal (HPA) axis and the sympathetic nervous system (SNS). Furthermore, they reveal that social inclusion may act as a stress-protector as it alters HPA- and SNS-related stress responsiveness to subsequent stressors.
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Exploring the Effects of Scale and Color Differences on Users’ Perception for Everyday Mixed Reality (MR) Experience: Toward Comparative Analysis Using MR Devices. ELECTRONICS 2020. [DOI: 10.3390/electronics9101623] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
With continued technological innovations in the fields of mixed reality (MR), wearable type MR devices, such as head-mounted display (HMD), have been released and are frequently used in various fields, such as entertainment, training, education, and shopping. However, because each product has different parts and specifications in terms of design and manufacturing process, users feel that the virtual objects overlaying real environments in MR are visualized differently, depending on the scale and color used by the MR device. In this paper, we compare the effect of scale and color parameters on users’ perceptions in using different types of MR devices to improve their MR experiences in real life. We conducted two experiments (scale and color), and our experimental study showed that the subjects who participated in the scale perception experiment clearly tended to underestimate virtual objects, in comparison with real objects, and overestimated color in MR environments.
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Virtual (freedom from) reality: Evaluation apprehension and leaders’ preference for communicating through avatars. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106415] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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Pastel S, Chen CH, Petri K, Witte K. Effects of body visualization on performance in head-mounted display virtual reality. PLoS One 2020; 15:e0239226. [PMID: 32956420 PMCID: PMC7505416 DOI: 10.1371/journal.pone.0239226] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/27/2020] [Accepted: 09/01/2020] [Indexed: 11/19/2022] Open
Abstract
Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.
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Affiliation(s)
- Stefan Pastel
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Chien-Hsi Chen
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Katharina Petri
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Kerstin Witte
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
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Kyrlitsias C, Michael-Grigoriou D, Banakou D, Christofi M. Social Conformity in Immersive Virtual Environments: The Impact of Agents' Gaze Behavior. Front Psychol 2020; 11:2254. [PMID: 33013589 PMCID: PMC7506128 DOI: 10.3389/fpsyg.2020.02254] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/30/2020] [Accepted: 08/11/2020] [Indexed: 11/20/2022] Open
Abstract
Immersive virtual reality (IVR) can induce an experience of "social presence" which can, in turn, increase social influence. Non-verbal behavior such as eye contact is an important component of human communication and, therefore, an important factor in creating social presence. This paper presents an experimental study that elaborates social influence through conformity with a group of virtual agents within an immersive virtual environment (IVE). Specifically, it investigates the impact of the agents' gaze behavior on social presence and influence. An experiment based on the Asch (1951) paradigm using two levels of agents' gaze behavior (Eye Contact condition vs. No-Eye Contact condition) was conducted. The results showed that participants conformed with the agents as they gave significantly more incorrect responses to the trials that the agents also gave an incorrect response, compared to those trials that the agents gave correct answers. However, no impact of the agents' gaze behavior on conformity was observed, even if the participants in the Eye Contact condition reported a higher sense of social presence. In addition, self-reported measures showed a number of social effects that occurred only in the eye contact condition, indicating that the agents' gaze behavior has an impact on participants' experience.
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Affiliation(s)
- Christos Kyrlitsias
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media, Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
| | - Despina Michael-Grigoriou
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media, Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
| | - Domna Banakou
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Maria Christofi
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media, Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
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