60 research outputs found

    An investigation into the effects of social influence on moral behaviour using immersive virtual reality

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    Much of the research surrounding social influence investigates its effects in specifically non-moral situations while almost no research has looked at its effects during moral emergencies. At the same time, studies of moral psychology tend to focus on the intricacies of moral decision-making during the responses of individual participants. This thesis aims to bridge this gap between social influence and moral psychology by having participants respond to moral dilemmas while under the duress of social influence. In order to investigate the effects of social influence on moral behaviours, immersive virtual reality (IVR) was used, allowing participants to be placed in a life-like virtual simulation of events that they would normally only read about in a text-based vignette, probing their observed moral behaviours instead of just their abstract moral judgments. The benefits of using IVR include the ethical and controllable nature of questionnaires along with the verisimilitude of real-life. Another focus of this thesis is to compare moral judgments to moral behaviours. In two out of the three studies presented in this thesis, the virtual moral dilemma was replicated in a text-based questionnaire in order to compare the results from the two media. Moral judgments in response to text-based moral dilemma can miss out key contextual information such the motoric feedback of having to physically act out a movement. These factors can lead to a divergence between moral judgments and behaviours. The thesis starts with a literature review on IVR technology and moral decision-making and social influence research. After this, the three studies conducted as part of this thesis are described. The major findings from these studies include the demonstration of a preference to take action regardless of outcome only when in IVR and the inability for compliance attempts to influence specifically moral behaviour

    Investigating Conformity and the Role of Personality in a Visual Decision Task with Humanoid Robot Peers

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    Effective implementation of mixed initiative teams, where humans work alongside machines, requires increased understanding of the decision-making process and the role of social influence exerted by non-human peers. Conformity—the act of adjusting attitudes, beliefs, or behaviors to those of another—is considered to be the strongest of these social pressures. Previous studies have attempted to understand conformity with humans interacting with a group of robots, but these have failed to identify satisfactory explanations for inconsistent findings. Grounded in trait-activation theory, we propose that personality is a critical factor that needs to be considered. In this effort, we recreated the famous social psychology experiment by Solomon Asch and conducted a single condition study to explore the effects of social influence on decision making. Our study results showed conformity with robot peers did occur. Moreover, scores on the Openness personality trait were a significant predictor of conformity

    Moral conformity in a digital world: Human and nonhuman agents as a source of social pressure for judgments of moral character

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    Could judgments about others’ moral character be changed under group pressure produced by human and virtual agents? In Study 1 (N = 103), participants first judged targets’ moral character privately and two weeks later in the presence of real humans. Analysis of how many times participants changed their private moral judgments under group pressure showed that moral conformity occurred, on average, 43% of the time. In Study 2 (N = 138), we extended this using Virtual Reality, where group pressure was produced either by avatars allegedly controlled by humans or AI. While replicating the effect of moral conformity (at 28% of the time), we find that the moral conformity for the human and AI-controlled avatars did not differ. Our results suggest that human and nonhuman groups shape moral character judgments in both the physical and virtual worlds, shedding new light on the potential social consequences of moral conformity in the modern digital world

    Head-mounted display-based application for cognitive training

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    Virtual Reality (VR) has had significant advances in rehabilitation, due to the gamification of cognitive activities that facilitate treatment. On the other hand, Immersive Virtual Reality (IVR) produces outstanding results due to the interactive features with the user. This work introduces a VR application for memory rehabilitation by walking through a maze and using the Oculus Go head-mounted display (HMD) technology. The mechanics of the game require memorizing geometric shapes while the player progresses in two modes, autonomous or manual, with two levels of difficulty depending on the number of elements to remember. The application is developed in the Unity 3D video game engine considering the optimization of computational resources to improve the performance in the processing and maintaining adequate benefits for the user, while the generated data is stored and sent to a remote server. The maze task was assessed with 29 subjects in a controlled environment. The obtained results show a significant correlation between participants’ response accuracy in both the maze task and a face–pair test. Thus, the proposed task is able to perform memory assessments

    Sending an Avatar to Do a Human’s Job: Compliance with Authority Persists Despite the Uncanny Valley

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    Just as physical appearance affects social influence in human communication, it may also affect the processing of advice conveyed through avatars, computer-animated characters, and other human-like interfaces. Although the most persuasive computer interfaces are often the most human-like, they have been predicted to incur the greatest risk of falling into the uncanny valley, the loss of empathy attributed to characters that appear eerily human. Previous studies compared interfaces on the left side of the uncanny valley, namely, those with low human likeness. To examine interfaces with higher human realism, a between-groups factorial experiment was conducted through the internet with 426 midwestern U.S. undergraduates. This experiment presented a hypothetical ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (digitally recorded or computer animated), motion quality (smooth or jerky), and advice (disclose or refrain from disclosing sensitive information). Of these, only the advice changed opinion about the ethical dilemma, even though the animated depiction was significantly eerier than the human depiction. These results indicate that compliance with an authority persists even when using an uncannily realistic computer-animated double

    Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape

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    As Virtual Reality technology and systems become more commercially available and accessible, more and more psychologists are starting to integrate VR as part of their methods. This approach offers major advantages in experimental control, reproducibility and ecological validity, but also has limitations and hidden pitfalls which may distract the novice user. This paper aims to guide the psychologist into the novel world of VR, reviewing available instrumentation and mapping the landscape of possible systems. We use examples of state-of-the-art research to describe challenges which research is now solving, including embodiment, uncanny valley, simulation sickness, presence, ethics, and experimental design. Finally we propose that the biggest challenge for the field would be to build a fully interactive virtual human who can pass a VR Turing test - and that this could only be achieved if psychologists, VR technologists, and AI researchers work togethe
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