Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges (original) (raw)
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Virtual Humans and Social Interaction
Abstract We thought that, virtual reality cannot merely be reduced to a hardware system, another way to achieve the optimal experience, is to produce a sense of immersion associated to an emotional and social experience inside the virtual environment. We believe that Virtual Characters that express a social and emotional behavior in their interaction could produce a sense of immersion in the user that interact with them. We propose to use this kind of character to develop social and emotional interfaces, capable to produce a believable Social Interaction.
The responses of people to virtual humans in an immersive virtual environment
Presence: Teleoperators & …, 2005
This paper presents an experiment investigating the impact of behavior and responsiveness on social responses to virtual humans in an immersive virtual environment (IVE). A number of responses are investigated, including presence, copresence, and two physiological responses-heart rate and electrodermal activity (EDA). Our findings suggest that increasing agents' responsiveness even on a simple level can have a significant impact on certain aspects of people's social responses to humanoid agents.
A Virtual Environment to Create Social Situations: First Step to a VRET System for Social Phobia
This paper describes a study to examine how a social situation can be simulated in a virtual environment, and how to provoke the same behavioral response as in a real life social situation. The aim is to create new Virtual Reality worlds for treating social phobia. Two cases were examined in a virtual environment to assess whether it was able to recreate social behavior of people. First, we examined if participants who enter a crowded room in the virtual environment prefer to take a seat in a chair that is close to them. Secondly, we investigated if participants in the virtual environment have the tendency to physically distance themselves from strangers when choosing a seat in a room full of strangers. We conclude that a social situation can be recreated in a virtual world. Euromedia Conference, April 15-17, 2009, Novotel Brugge Centrum, Bruges, Belgium. Edited by Jeanne Schreurs, 103-107. Published by EUROSIS, Wetenschapspark 1, Plassendale 1, B-8400 Ostend Belgium, ISBN 978-90-77381-4-65.
Social responses to virtual humans
Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '07, 2007
Do human-human social interactions carry over to humanvirtual human social interactions? How does this affect future interface designers? We replicated classical tests of social influence known as the social facilitation and inhibition effects. Social facilitation/inhibition theory states that when in the presence of others, people perform simple tasks better and complex tasks worse. Participants were randomly assigned to perform both simple and complex tasks alone and in the presence of either a real human, a projected virtual human, or a virtual human in a headmounted display. Our results showed participants were inhibited by the presence of others, whether real or virtual. That is, participants performed worse on the complex task, both in terms of percent correct and reaction times, when in the presence of others than when alone. Social facilitation did not occur with the real or virtual human. We discuss these results and their implications for future interface designers.
Analysis of Physiological Responses to a Social Situation In An Immersive Virtual Environment
Presence: …, 2006
An experiment was conducted in a Cave-like environment to explore the relationship between physiological responses and each of breaks in presence, and utterances by virtual characters towards the participants. Twenty people explored a virtual environment (VE) that depicted a virtual bar scenario. The experiment was divided into a training and an experimental phase.
mmi.tudelft.nl
This paper describes a study to examine how a social situation can be simulated in a virtual environment, and how to provoke the same behavioral response as in a real life social situation. The aim is to create new Virtual Reality worlds for treating social phobia. Two cases were examined in a virtual environment to assess whether it was able to recreate social behavior of people. First, we examined if participants who enter a crowded room in the virtual environment prefer to take a seat in a chair that is close to them. Secondly, we investigated if participants in the virtual environment have the tendency to physically distance themselves from strangers when choosing a seat in a room full of strangers. We conclude that a social situation can be recreated in a virtual world.
Sense of presence and anxiety during virtual social interactions between a human and virtual humans
2014
Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in social virtual environments. The outcome can prove helpful in using low-cost projection-based virtual reality environments for treating individuals with social phobia.
Beyond Replication: Augmenting Social Behaviors in Multi-User Virtual Realities
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2018
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR). We designed three visual transformations for behavioral phenomena crucial to everyday social interactions: eye contact, joint attention, and grouping. To evaluate the approach, we let users interact socially in a virtual museum using a large-scale multiuser tracking environment. Using a between-subject design (N = 125) we formed groups of five participants. Participants were represented as simplified avatars and experienced the virtual museum simultaneously, either with or without the augmentations. Our results indicate that our approach can significantly increase social presence in multiuser environments and that the augmented experience appears more thought-provoking. Furthermore, the augmentations seem also to affect the actual behavior of participants with regard to more eye contact and more focus on avatars/objects in the scene. We interpret these findings as first indicators for the potential of social augmentations to impact social perception and behavior in VR.
Virtual Reality: A Survival Guide for the Social Scientist
Journal of Media Psychology: …, 2009
In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.