220,470 research outputs found

    Trust in virtual reality

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    The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones

    Trust in virtual reality

    Get PDF
    The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones

    The Layered Virtual Reality Commerce System (LaVRCS): An Approach to Creating Viable VRCommerce Sites

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    In this paper, the authors argue that Virtual Reality (VR) does have a place in an e-commerce environment. However, VR is not yet ready to supplant standard e-commerce Web interfaces with a completely immersive VR environment. Rather, Virtual Reality in e-commerce (VRCommerce) must rely on a mixed platform presentation to account for various levels of usability, user trust, and technical feasibility. The authors propose that e-commerce sites that want to implement VRCommerce offer at least three layers of interaction to users: a standard Web interface, embedded VR objects in a Web interface, and semi-immersive VR within an existing Web interface. This system is termed the Layered Virtual Reality Commerce System, or LaVRCS

    Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions

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    Nonverbal communication is an important part of human communication, including head nodding, eye gaze, proximity and body orientation. Recent research has identified specific patterns of head nodding linked to conversation, namely mimicry of head movements at 600 ms delay and fast nodding when listening. In this paper, we implemented these head nodding behaviour rules in virtual humans, and we tested the impact of these behaviours, and whether they lead to increases in trust and liking towards the virtual humans. We use Virtual Reality technology to simulate a face-to-face conversation, as VR provides a high level of immersiveness and social presence, very similar to face-to-face interaction. We then conducted a study with human-subject participants, where the participants took part in conversations with two virtual humans and then rated the virtual character social characteristics, and completed an evaluation of their implicit trust in the virtual human. Results showed more liking for and more trust in the virtual human whose nodding behaviour was driven by realistic behaviour rules. This supports the psychological models of nodding and advances our ability to build realistic virtual humans

    Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions

    Get PDF
    Nonverbal communication is an important part of human communication, including head nodding, eye gaze, proximity and body orientation. Recent research has identified specific patterns of head nodding linked to conversation, namely mimicry of head movements at 600 ms delay and fast nodding when listening. In this paper, we implemented these head nodding behaviour rules in virtual humans, and we tested the impact of these behaviours, and whether they lead to increases in trust and liking towards the virtual humans. We use Virtual Reality technology to simulate a face-to-face conversation, as VR provides a high level of immersiveness and social presence, very similar to face-to-face interaction. We then conducted a study with human-subject participants, where the participants took part in conversations with two virtual humans and then rated the virtual character social characteristics, and completed an evaluation of their implicit trust in the virtual human. Results showed more liking for and more trust in the virtual human whose nodding behaviour was driven by realistic behaviour rules. This supports the psychological models of nodding and advances our ability to build realistic virtual humans

    The role of interpersonal contingency and self-focused attention in the development of trust in clinical paranoia: a virtual reality study

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    Aims: Research into interpersonal processes involved in paranoia remains limited. This study aimed to assess the feasibility of using interactive virtual reality in a clinical sample with psychosis and persecutory delusions. The study aimed to replicate an experiment which found healthy individuals high in paranoia showed a hypersensitivity to contingent behaviour which increased their perceived trust towards the avatar. A further aim was to investigate the impact of self-focused attention on the perception of interpersonal contingency and trust. Method: Eighteen male participants with psychosis and paranoia completed the virtual reality exercise. Participants entered a virtual flat and interviewed a virtual flatmate whose non-verbal responses were either high or low in contingency in relation to the participant. Trust towards the avatar was measured by self-report and behaviour towards the virtual flatmate, operationalised as interpersonal distance. Focus of attention, affect and immersion in the virtual reality scenario were assessed. Results: Overall, participants enjoyed and were immersed in the interactive virtual reality environment. Interpersonal distance was predicted by severity of persecutory delusions and negative affect. Exploratory graphic analyses showed no evidence of hypersensitivity to avatar contingency or moderating effect of self-focus attention. Persecutory delusion severity was associated with other-focus attention, which in turn, unexpectedly, predicted higher self-focused attention. Conclusions: Interactive virtual reality is a safe and feasibility research tool for individuals with clinical paranoia. Severity of persecutory delusions, rather than environmental manipulation, predicted trust. However, the lack of power in the current study prevents clear conclusions about the impact of interpersonal contingency on trust in clinical paranoia from being drawn. Replication is required with a larger sample and a more ambiguous scenario

    Comparing Mixed Reality Agent Representations: Studies in the Lab and in the Wild

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    Mixed-reality systems provide a number of different ways of representing users to each other in collaborative scenarios. There is an obvious tension between using media such as video for remote users compared to representations as avatars. This paper includes two experiments (total n = 80) on user trust when exposed to two of three different user representations in an immersive virtual reality environment that also acts as a simulation of typical augmented reality simulations: full body video, head and shoulder video and an animated 3D model. These representations acted as advisors in a trivia quiz. By evaluating trust through advisor selection and self-report, we found only minor differences between representations, but a strong effect of perceived advisor expertise. Unlike prior work, we did not find the 3D model scored poorly on trust, perhaps as a result of greater congruence within an immersive context

    How does leadership influence the level of performance in virtual teams?

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    Background In recent years, globalization, competitive pressures, increased joint ventures and partnerships, and advances in technology have led to more virtual team work. Virtual teams are defined as teams whose members operate across space, time, and organizational boundaries and are linked through information technologies to achieve organizational tasks (McShane & Von Glinow, 2009). Although today’s communication technologies drastically reduce the need for face-to-face contact, the geographical distance and lack of richness in virtual communication present challenges to virtual teams in achieving greater effectiveness. Therefore, leaders of virtual teams must identify potential challenges of virtual teamwork and think of innovative ways to facilitate effective communication and create a sense of trust, shared reality and cohesiveness in their virtual teams. Research Questions This presentation addresses the following questions: 1) What are the factors that prevent virtual teams from achieving a high level of performance compared to face-to-face teams? 2) How can a virtual team leader compensate for the lack of richness in communication? 3) How can a virtual team leader raise of the level of trust and motivation? 4) How else can a virtual team leader raise the team effectiveness

    Testing the relationship between mimicry, trust and rapport in virtual reality conversations

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    People mimic each other’s actions and postures during everyday interactions. It is widely believed this mimicry acts as a social glue, leading to increased rapport. We present two studies using virtual reality to rigorously test this hypothesis. In Study 1, 50 participants interacted with two avatars who either mimicked their head and torso movements at a 1 or 3 second time delay or did not mimic, and rated feelings of rapport and trust toward the avatars. Rapport was higher towards mimicking avatars, with no effect of timing. In Study 2, we aimed to replicate this effect in a pre-registered design and test whether it is modulated by cultural ingroup-outgroup boundaries. Forty participants from European or East Asian backgrounds interacted with four avatars, two of European appearance and two of East Asian appearance. Two avatars mimicked while the other two did not. We found no effects of mimicry on rapport or trust ratings or implicit trust behaviour in a novel maze task, and no effects of group status or interactions. These null results were calculated in line with our pre-registration. We conclude that being mimicked does not always increase rapport or trust, and make suggestions for future directions
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