4 research outputs found

    Can virtual observers affect our behavior? : social facilitation in virtual environments : a mini-review

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    The social facilitation effect describes the change in the performance of the task under the influence of the presence of observers. The effect itself consists of two components: social facilitation in simple tasks and social inhibition in complex tasks. In the context of the dynamic development of new technologies, the question of the possible influence on human behavior by virtual characters gains importance. We attempted to critically describe and summarize current research on social facilitation in order to answer the question of whether it occurs in virtual environments. We found 13 relevant studies, 3 of which demonstrated social facilitation, 4 social inhibition and 1 demonstrated the whole effect. The conclusions drawn from the analysis are ambiguous. Firstly, we identified that 12 out of 13 analyzed studies failed to show the whole effect. Secondly, we encountered several shortcomings of the summarized research that further complicated its interpretation. The shortcomings: presence of the researcher, unclear usage of "agent" and "avatar", evaluation of activation, no pilot tests of observers and no description of how their characteristics are generated, among others, are discussed. Furthermore, we investigated the effect sizes and their variability. The average effect size for social facilitation was g = 0.18, CI [-0.28; 0.64] and for social inhibition g = -0.18, CI [-0.40; 0.04]. In social facilitation, a substantial level of heterogeneity was detected. Finally, we conclude that it is still too early to provide a definite answer to the question of whether social facilitation exists in Virtual Environments. We recommend limiting evaluation activation to the lowest possible level, conducting pilot tests prior to the experiment, avoiding the presence of the researcher in the experimental room and a clear distinction of "gent" and "avatar", as measures to achieve a better quality in future research

    Moderators of social facilitation effect in virtual reality : co-presence and realism of virtual agents

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    Social facilitation has been researched for decades, but in the face of the development of virtual reality technology, new questions arise regarding the possibility of its occurrence in this environment - in the presence of computer-generated agents. Past research provided inconclusive answers: several experiments confirmed this possibility, but several others disagreed. On the other hand, previous studies have shown the important role of VR characteristics, such as realism or co-presence, in evoking other psychological phenomena. However, no study has investigated the interplay between the presence of computer-generated agents and perceived social realism in evoking social facilitation in virtual reality. To this end, the present randomized control study was conducted. The sample consisted of professional firefighters (N = 48), divided into an experimental group with virtual bystanders and a control group without them. Subjects were instructed to perform a rescue procedure in a virtual reality headset. The performance of participants was logged and they completed questionnaires regarding sense of presence in the virtual environment, perceived realism of the environment and perceived co-presence of virtual agents. The obtained results confirmed the role of social realism as a moderator of the occurrence of social facilitation in the presence of computer-generated agents. At the same time, the main effect of facilitation was not confirmed. These results support predictions that the subjective feeling of being in a realistic company of others may be more important in evoking social facilitation than objective facts. Furthermore, the results contribute to the debate regarding the mechanism of social facilitation, suggesting that simple augmentation of the environment with social distractors is not always enough, thus questioning the attentional explanation of the effect. Taken together, our results extend previous findings on social facilitation and open up new possibilities for designing effective virtual environments

    Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings

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    Physical inactivity remains one of the biggest societal challenges of the 21st century. The gaming industry and the fitness sector have responded to this alarming fact by introducing game-based or gamified training scenarios and thus established the promising trend of exergaming. Exergames – games controlled by active (whole) body movements – have been extolled as potential attractive and effective training tools. However, the majority of the exergames do not meet the required intensity or effectiveness, nor do they induce the intended training adherence or long-term motivation. One reason for this is that the evaluated exergames were often not co-designed with the user group to meet their specific needs and preferences, nor were they co-designed with an interdisciplinary expert team of game designers (to ensure a good gaming experience) and sports scientists (for a great training experience). Accordingly, the research results from studies with these exergames are rather limited. To fully exploit the potential of these innovative movement tools and to establish them as attractive and effective training approach, it is necessary to understand and explore both the underlying interdisciplinary theories and concepts as well as possible design approaches and their impact on the game and training experience. This dissertation aims to contribute to a better understanding of well-balanced exergame design. It explores and evaluates how different movement-based control devices, exercise concepts, game adaptations, and player modes influence the attractiveness and effectiveness of exergames. The work provides theoretical and practical contributions to the problem area of effective and attractive exergames. For this purpose, a research and development (R&D) approach with iterative phases was followed. As preliminary work for the contributions of this dissertation, exergames were approached from a theoretical perspective. Underlying multidisciplinary theories and concepts of exergames from relevant fields were analyzed and a generic framework was built, which structured the findings based on three interdependent dimensions: the player, the game controller, and the virtual game scenario. Some commercially available exergames were explored to verify the theory-based assumption that the interposition of technology brings specific transformations in the coupling of perception and action that do not occur in real sports situations. Among other things, the comparative pilot study showed that two different controllers (one gesture-based and one haptic device), which allowed for different physical input, were likely to induce diverse gameplay experiences (e.g., higher feeling of flow and self-location when playing with the haptic device) with differently skilled players. However, certain design-specific differences in the two exergame conditions meant that these results could only be interpreted as a first trend. To overcome the limitations of this preliminary study approach (e.g., unequal game design of the commercial exergames and very sports-specific movement concept), Plunder Planet, an adaptive exergame environment, was iteratively designed with and for children and allowed for a single- and cooperative multiplayer experience with two different controller devices. The user-centered design was further informed by insights from the growing body of related R&D work in the field of exergames. The first study presented in this dissertation compared the subjectively experienced attractiveness and effectiveness of Plunder Planet when played with different motion-based controllers. Besides a generally great acceptance of the exergame, it was found that the haptic full-body motion controller provided physical guidance and a more cognitively and coordinatively challenging workout, which was more highly rated by experienced gamers with fewer athletic skills. The gesture-based Kinect sensor felt more natural, allowed more freedom of movement, and provided a rather physically intense but cognitively less challenging workout, which was more highly rated by athletic players with less gameplay experience. Furthermore, experiments were made with an exploratory adaptive algorithm that enabled the cognitive and the physical challenge of the exergame to be manually adapted in real-time based on the player’s fitness and gaming skills. The first and the second study also compared an adaptive with a non-adaptive single player version of Plunder Planet. It could be shown that the (well-balanced) adaptive version of the exergame was better valued than the non-adaptive version with regard to the experienced and measured attractiveness (motivation, game flow, spatial presence experience, balance of cognitive and physical challenge) and effectiveness (heart rate, physical exertion, balance of cognitive and physical challenge) by differently skilled players. Finally, and contrary to the findings from related work, the results of the third study proved that the specifically designed controller technology could be used as an “enabler”, “supporter” and “shaper” of bodily interplay in social exergaming. Based on these promising findings, the goal became to further explore the effectiveness of exergames, refine the adaptive game difficulty algorithm, and explore further attractiveness- and motivation-boosting design approaches. Therefore, the ExerCube, a physically immersive and adaptive fitness game setting, was developed. It was iteratively designed with and for adults and allowed for cooperatively and competitive exergame experiences. With its physically immersive game setup, the ExerCube combines a mixed version of the advantages of both previously tested controllers. A coordinatively and cognitively challenging functional workout protocol with scalable intensity (moderate to high) was developed and the subjective experience of the ExerCube training was compared with a conventional functional training with a personal trainer. The fourth study showed that the game-based training gave signs of reaching a similar intensity to the personal training, but was more highly rated for flow, motivation, and enjoyment. Based on this exploratory comparison of the ExerCube with a personal trainer session, valuable avenues for further design could be identified. Among other things, it could be proved that the player’s focus during the ExerCube session was more on the game than on the own body. Players experienced stronger physical exertion and social pressure with the personal trainer and a stronger cognitive exertion and involvement with the ExerCube. Furthermore, a refined version of the previously tested adaptive game difficulty algorithm was implemented and automated for the first time for purpose of this study. Again it was shown that the adaptive version had benefits with regard to subjectively experienced attractiveness (motivation, game flow, balance of cognitive and physical challenge) and effectiveness (physical exertion, balance of cognitive and physical challenge) compared to the non-adaptive version. In order to further enhance the gaming experience, experiments were also conducted with sound designs and an adaptive audio design with adaptive background music and sound feedback was implemented. It was found to be a promising and beneficial add-on for a user-centered attractive exergame design. To inform the design of a multiplayer version of the ExerCube, different social play mechanics were explored in the fifth study. This resulted in differently balanced experiences of fun, and in physical as well as cognitive exertion. As the preliminary comparative evaluation of the subjectively experienced effectiveness and attractiveness of an ExerCube session and a personal trainer session could prove the general feasibility of the concept and revealed the first indications of the intensity of the ExerCube’s training concept, the objectively measured effectiveness of a single ExerCube session with a functional high-intensity interval training (fHIIT) with a personal trainer was compared in a final sixth study, and after another design iteration. Again, the subjectively experienced attractiveness of both conditions was assessed. It could be shown that the ExerCube is a feasible training device for training at fHIIT-level. While physical exertion was slightly lower than in the conventional fHIIT condition, the ExerCube condition’s average heart rate values reached the fHIIT threshold and also yielded significantly better results for flow, enjoyment, and motivation. The ExerCube training also resulted in a subjectively experienced higher cognitive load (dual-domain training). To sum up, it can be stated that this dissertation provides valuable and fundamental research contributions to the promising field of exergames as attractive and effective training tools. Furthermore, important contributions to design questions in this field could be developed. Since this field is still relatively unexplored, the work presented creates a sound basis for future R&D work in this area

    Cognitive impacts of social virtual reality: disentangling the virtual mere presence and audience effect

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    Researchers have investigated the impacts of social co-presence on the individual’s performance for over a century, finding that performance changes in a social setting when contrasted to performing alone – termed the social facilitation effect (SFE). Driven by the demand for realistic remote interaction, social technologies are currently aspiring to elicit a meaningful state of virtual co-presence. However, the virtual-SFE literature is currently inconclusive, especially when contrasting the AI versus human-driven SFE-impact. This thesis argues that current virtual-SFE findings can be elucidated by investigating SFE through its mechanisms: the feeling of being observed (audience effect: AE) and the sense of co-presence with another person (mere presence effect: MPE). The three experiments tested whether AE and MPE impact participants cognitive performance differently, depending on whether the companion is human-minded or AI-driven, during either remote videoconference or lab-based immersive virtual interaction. AE was predicted to be susceptible to human-minded companion impact, the MPE to be susceptible to the visual co-presence of any humanoid companion. Videoconference-based experiment one and two demonstrated that videoconference MPE and AE were facilitatory: MPE driven by the participants self-visual presence, not companion-visual presence and AE driven by human-minded companion as predicted. The immersive in-lab experiment three found MPE and AE were inhibitory: humanoid companion presence drove the MPE, and AE was irrespective of companion mind property. Overall, the findings supported the predictions that MPE and AE can be aroused independently by changing participants beliefs about their social-companion and their observed virtual co-presence, explaining some trends in current virtual-SFE literature. However, future studies should be mindful of virtual platform affordances, participants self-presence, and real-world testing-environment when testing and interpreting results. The sufficient level of virtual co-immersion and self-visual presence is required for virtual-SFE. Hopefully this research will pave the way towards greater understanding of virtual cognition and development of wellbeing-focused virtual-platforms
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