72 research outputs found

    “We Wait”—The Impact of Character Responsiveness and Self Embodiment on Presence and Interest in an Immersive News Experience

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    A virtual reality scenario called “We Wait” gives people an immersive experience of the plight of refugees waiting to be picked up by a boat on a shore in Turkey to be illegally taken to Europe, crossing a dangerous stretch of sea. This was based on BBC news reporting of the refugee situation, but deliberately depicted as an animation with cartoon-like characters representing the refugees. Of interest was the level of presence that might be experienced by participants and the extent to which the scenario might prompt participants to follow-up further information about the refugee crisis. By presence we refer to both Place Illusion, the illusion of being in the rendered space, and Plausibility, the illusion that the unfolding events were really happening. The follow-up was assessed by whether and when participants accessed a web page that contained further information about the refugee crisis after the experiment. Two factors were considered in a balanced between-groups design with 32 participants. The Responsiveness factor was either “None” or “Look at.” In the first the virtual characters in the scenario never responded to actions of the participant, and in the second they would occasionally look at the participant after the participant looked at them. The second factor was Embodiment, which was either “No Body” or “Body.” In the No Body condition participants had no virtual body, and in the Body condition they would see a virtual body spatially congruent with their own if they looked down toward themselves. The virtual body was animated by the head tracking move the upper body. The results showed that the major factor positively contributing to presence was Responsiveness (“Look at”), and that Embodiment (“Body”) may have contributed but to a lesser extent. There were important differences between men and woman in the degree of follow-up, with men more likely to do so than women. The experiment shows that adding in some simple responses in an immersive journalism scenario, where the characters acknowledge the presence of the participant through gaze, can enhance the degree of presence felt by the participants

    Virtually Being Lenin Enhances Presence and Engagement in a Scene From the Russian Revolution

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    Virtual Reality (VR) has been widely applied to cultural heritage such as the reconstruction of ancient sites and artifacts. It has hardly been applied to the reprise of specific important moments in history. On the other hand immersive journalism does attempt to recreate current events in VR, but such applications typically give the viewer a disembodied non-participatory role in the scene of interest. Here we show how VR was used to reconstruct a specific historical event, where a famous photograph was brought to life, showing Lenin, the leader of the 1917 October Russian Revolution, giving a speech to Red Army recruits in Moscow 1920. We carried out a between groups experimental study with three conditions: Embodied—where the participant was first embodied as Lenin and then later in the audience watching Lenin; Included—where the participant was not embodied as Lenin but was embodied as part of the audience; and Observing—where the participant mainly viewed the scene from a disembodied third person point of view. Twenty participants were assigned to each of the three conditions in a between-groups design. We found that the level of presence was greatest in the Embodied and Included conditions, and that participants were least likely to later follow up information about the Russian Revolution in the Observing condition. Our conclusion is that if the VR setup allows for a period of embodiment as a character in the scenario then this should be employed in order to maximize the chance of participant presence and engagement with the story

    Disturbance and plausibility in a virtual rock concert: a pilot study

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    We present methods used to produce and study a first version of an attempt to reconstruct a 1983 live rock concert in virtual reality. An approximately 10 minute performance by the rock band Dire Straits was rendered in virtual reality, based on the use of computer vision techniques to extract the appearance and movements of the band, and crowd simulation for the audience. An online pilot study was conducted where participants experienced the scenario and freely wrote about their experience. The documents produced were analyzed using sentiment analysis, and groups of responses with similar sentiment scores were found and compared. The results showed that some participants were disturbed not by the band performance but by the accompanying virtual audience that surrounded them. The results point to a profound level of plausibility of the experience, though not in the way that the authors expected. The findings add to our understanding of plausibility of virtual environments.This work is funded by the European Research Council (ERC) Advanced Grant Moments in Time in Immersive Virtual Environments (MoTIVE) #742989.Peer ReviewedPostprint (author's final draft

    Walking with virtual humans : understanding human response to virtual humanoids' appearance and behaviour while navigating in immersive VR

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    In this thesis, we present a set of studies whose results have allowed us to analyze how to improve the realism, navigation, and behaviour of the avatars in an immersive virtual reality environment. In our simulations, participants must perform a series of tasks and we have analyzed perceptual and behavioural data. The results of the studies have allowed us to deduce what improvements are needed to be incorporated to the original simulations, in order to enhance the perception of realism, the navigation technique, the rendering of the avatars, their behaviour or their animations. The most reliable technique for simulating avatars’ behaviour in a virtual reality environment should be based on the study of how humans behave within the environment. For this purpose, it is necessary to build virtual environments where participants can navigate safely and comfortably with a proper metaphor and, if the environment is populated with avatars, simulate their behaviour accurately. All these aspects together will make the participants behave in a way that is closer to how they would behave in the real world. Besides, the integration of these concepts could provide an ideal platform to develop different types of applications with and without collaborative virtual reality such as emergency simulations, teaching, architecture, or designing. In the first contribution of this thesis, we carried out an experiment to study human decision making during an evacuation. We were interested to evaluate to what extent the behaviour of a virtual crowd can affect individuals' decisions. From the second contribution, in which we studied the perception of realism with bots and humans performing just locomotion or varied animations, we can conclude that the combination of having human-like avatars with animation variety can increase the overall realism of a crowd simulation, trajectories and animation. The preliminary study presented in the third contribution of this thesis showed that realistic rendering of the environment and the avatars do not appear to increase the perception of realism in the participants, which is consistent with works presented previously. The preliminary results in our walk-in-place contribution showed a seamless and natural transition between walk-in-place and normal walk. Our system provided a velocity mapping function that closely resembles natural walk. We observed through a pilot study that the system successfully reduces motion sickness and enhances immersion. Finally, the results of the contribution related to locomotion in collaborative virtual reality showed that animation synchronism and footstep sound of the avatars representing the participants do not seem to have a strong impact in terms of presence and feeling of avatar control. However, in our experiment, incorporating natural animations and footstep sound resulted in smaller clearance values in VR than previous work in the literature. The main objective of this thesis was to improve different factors related to virtual reality experiences to make the participants feel more comfortable in the virtual environment. These factors include the behaviour and appearance of the virtual avatars and the navigation through the simulated space in the experience. By increasing the realism of the avatars and facilitating navigation, high scores in presence are achieved during the simulations. This provides an ideal framework for developing collaborative virtual reality applications or emergency simulations that require participants to feel as if they were in real life.En aquesta tesi, es presenta un conjunt d'estudis els resultats dels quals ens han permès analitzar com millorar el realisme, la navegació i el comportament dels avatars en un entorn de realitat virtual immersiu. En les nostres simulacions, els participants han de realitzar una sèrie de tasques i hem analitzat dades perceptives i de comportament mentre les feien. Els resultats dels estudis ens han permès deduir quines millores són necessàries per a ser incorporades a les simulacions originals, amb la finalitat de millorar la percepció del realisme, la tècnica de navegació, la representació dels avatars, el seu comportament o les seves animacions. La tècnica més fiable per simular el comportament dels avatars en un entorn de realitat virtual hauria de basar-se en l'estudi de com es comporten els humans dins de l¿entorn virtual. Per a aquest propòsit, és necessari construir entorns virtuals on els participants poden navegar amb seguretat i comoditat amb una metàfora adequada i, si l¿entorn està poblat amb avatars, simular el seu comportament amb precisió. Tots aquests aspectes junts fan que els participants es comportin d'una manera més pròxima a com es comportarien en el món real. A més, la integració d'aquests conceptes podria proporcionar una plataforma ideal per desenvolupar diferents tipus d'aplicacions amb i sense realitat virtual col·laborativa com simulacions d'emergència, ensenyament, arquitectura o disseny. En la primera contribució d'aquesta tesi, vam realitzar un experiment per estudiar la presa de decisions durant una evacuació. Estàvem interessats a avaluar en quina mesura el comportament d'una multitud virtual pot afectar les decisions dels participants. A partir de la segona contribució, en la qual estudiem la percepció del realisme amb robots i humans que realitzen només una animació de caminar o bé realitzen diverses animacions, vam arribar a la conclusió que la combinació de tenir avatars semblants als humans amb animacions variades pot augmentar la percepció del realisme general de la simulació de la multitud, les seves trajectòries i animacions. L'estudi preliminar presentat en la tercera contribució d'aquesta tesi va demostrar que la representació realista de l¿entorn i dels avatars no semblen augmentar la percepció del realisme en els participants, que és coherent amb treballs presentats anteriorment. Els resultats preliminars de la nostra contribució de walk-in-place van mostrar una transició suau i natural entre les metàfores de walk-in-place i caminar normal. El nostre sistema va proporcionar una funció de mapatge de velocitat que s'assembla molt al caminar natural. Hem observat a través d'un estudi pilot que el sistema redueix amb èxit el motion sickness i millora la immersió. Finalment, els resultats de la contribució relacionada amb locomoció en realitat virtual col·laborativa van mostrar que el sincronisme de l'animació i el so dels avatars que representen els participants no semblen tenir un fort impacte en termes de presència i sensació de control de l'avatar. No obstant això, en el nostre experiment, la incorporació d'animacions naturals i el so de passos va donar lloc a valors de clearance més petits en RV que treballs anteriors ja publicats. L'objectiu principal d'aquesta tesi ha estat millorar els diferents factors relacionats amb experiències de realitat virtual immersiva per fer que els participants se sentin més còmodes en l'entorn virtual. Aquests factors inclouen el comportament i l'aparença dels avatars i la navegació a través de l'entorn virtual. En augmentar el realisme dels avatars i facilitar la navegació, s'aconsegueixen altes puntuacions en presència durant les simulacions. Això proporciona un marc ideal per desenvolupar aplicacions col·laboratives de realitat virtual o simulacions d'emergència que requereixen que els participants se sentin com si estiguessin en la vida realPostprint (published version

    Virtual, Augmented and Mixed Realities in Journalism

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    An Embodied Perspective as a Victim of Sexual Harassment in Virtual Reality Reduces Action Conformity in a Later Milgram Obedience Scenario

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    Group pressure can often result in people carrying out harmful actions towards others that they would not normally carry out by themselves. However, few studies have manipulated factors that might overcome this. Here male participants (n = 60) were in a virtual reality (VR) scenario of sexual harassment (SH) of a lone woman by a group of males in a bar. Participants were either only embodied as one of the males (Group, n = 20), or also as the woman (Woman, n = 20). A control group (n = 20) only experienced the empty bar, not the SH. One week later they were the Teacher in a VR version of Milgram's Obedience experiment where they were encouraged to give shocks to a female Learner by a group of 3 virtual males. Those who had been in the Woman condition gave about half the number of shocks of those in the Group condition, with the controls between these two. We explain the results through embodiment promoting identification with the woman or the group, and delegitimization of the group for those in the Woman condition. The experiment raised important ethical issues, showing that a VR study with positive ethical intentions can sometimes produce unexpected and non-beneficent results

    The sentiment of a virtual rock concert

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    We created a virtual reality version of a 1983 performance by Dire Straits, this being a highly complex scenario consisting of both the virtual band performance and the appearance and behaviour of the virtual audience surrounding the participants. Our goal was to understand the responses of participants, and to learn how this type of scenario might be improved for later reconstructions of other concerts. To understand the responses of participants we carried out two studies which used senti- ment analysis of texts written by the participants. Study 1 (n = 25) (Beacco et al. in IEEE Virtual Reality: 538–545, 2021) had the unexpected finding that negative sentiment was caused by the virtual audience, where e.g. some participants were fearful of being harassed by audience members. In Study 2 (n = 26) notwithstanding some changes, the audience again led to negative sentiment—e.g. a feeling of being stared at. For Study 2 we compared sentiment with questionnaire scores, finding that the illusion of being at the concert was associated with positive sentiment for males but negative for females. Overall, we found sentiment was dominated by responses to the audience rather than the band. Participants had been placed in an unusual situation, being alone at a concert, surrounded by strangers, who seemed to pose a social threat for some of them. We relate our findings to the concept of Plausibility, the illusion that events and situations in the VR are really happening. The results indicate high Plausibility, since the negative sentiment, for example in response to being started at, only makes sense if the events are experienced as actually happening. We conclude with the need for co-design of VR scenarios, and the use of sentiment analysis in this process, rather than sole reliance on concepts proposed by researchers, typically expressed through questionnaires, which may not reflect the experiences of participants.Postprint (published version

    An embodied perspective as a victim of sexual harassment in virtual reality reduces action conformity in a later Milgram obedience scenario

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    Group pressure can often result in people carrying out harmful actions towards others that they would not normally carry out by themselves. However, few studies have manipulated factors that might overcome this. Here male participants (n=60) were in a virtual reality (VR) scenario of sexual harassment (SH) of a lone woman by a group of males in a bar. Participants were either only embodied as one of the males (Group, n=20), or also as the woman (Woman, n=20). A control group (n=20) only experienced the empty bar, not the SH. One week later they were the Teacher in a VR version of Milgram’s Obedience experiment where they were encouraged to give shocks to a female Learner by a group of 3 virtual males. Those who had been in the Woman condition gave about half the number of shocks of those in the Group condition, with the controls between these two. We explain the results through embodiment promoting identification with the woman or the group, and delegitimization of the group for those in the Woman condition. The experiment raised important ethical issues, showing that a VR study with positive ethical intentions can sometimes produce unexpected and non-beneficent results.Tis research was funded by the US Ofce of Naval Research, Award Number N62909-14-1-N119 ‘Exploring Moral Action Using Immersive Virtual Reality’Peer ReviewedPostprint (published version
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