30 research outputs found

    The responses of people to virtual humans in an immersive virtual environment

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    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. Despite being aware that the agents were computer-generated, participants with higher levels of social anxiety were significantly more likely to avoid “disturbing” them. This suggests that on some level people can respond to virtual humans as social actors even in the absence of complex interaction. Responses appear to be shaped both by the agents’ behaviors and by people’s expectations of the technology. Participants experienced a significantly higher sense of personal contact when the agents were visually responsive to them, as opposed to static or simply moving. However, this effect diminished with experienced computer users. Our preliminary analysis of objective heart-rate data reveals an identical pattern of responses

    A Virtual Reprise of the Stanley Milgram Obedience Experiments

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    BACKGROUND: Stanley Milgram's 1960s experimental findings that people would administer apparently lethal electric shocks to a stranger at the behest of an authority figure remain critical for understanding obedience. Yet, due to the ethical controversy that his experiments ignited, it is nowadays impossible to carry out direct experimental studies in this area. In the study reported in this paper, we have used a similar paradigm to the one used by Milgram within an immersive virtual environment. Our objective has not been the study of obedience in itself, but of the extent to which participants would respond to such an extreme social situation as if it were real in spite of their knowledge that no real events were taking place. METHODOLOGY: Following the style of the original experiments, the participants were invited to administer a series of word association memory tests to the (female) virtual human representing the stranger. When she gave an incorrect answer, the participants were instructed to administer an ‘electric shock’ to her, increasing the voltage each time. She responded with increasing discomfort and protests, eventually demanding termination of the experiment. Of the 34 participants, 23 saw and heard the virtual human, and 11 communicated with her only through a text interface. CONCLUSIONS: Our results show that in spite of the fact that all participants knew for sure that neither the stranger nor the shocks were real, the participants who saw and heard her tended to respond to the situation at the subjective, behavioural and physiological levels as if it were real. This result reopens the door to direct empirical studies of obedience and related extreme social situations, an area of research that is otherwise not open to experimental study for ethical reasons, through the employment of virtual environments

    From presence to consciousness through virtual reality

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    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness

    How Our Personality Shapes Our Interactions with Virtual Characters - Implications for Research and Development

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    Abstract. There is a general lack of awareness for the influence of usersŽ personality traits on human-agent-interaction (HAI). Numerous studies do not even consider explanatory variables like age and gender although they are easily accessible. The present study focuses on explaining the occurrence of social effects in HAI. Apart from the original manipulation of the study we assessed the users ́personality traits. Results show that participants Ž personality traits influenced their subjective feeling after the interaction, as well as their evaluation of the virtual character and their actual behavior. From the various personality traits those traits which relate to persistent behavioral patterns in social contact (agreeableness, extraversion, approach avoidance, self-efficacy in monitoring others, shyness, public self-consciousness) were found to be predictive, whereas other personality traits and gender and age did not affect the evaluation. Results suggest that personality traits are better predictors for the evaluation outcome than the actual behavior of the agent as it has been manipulated in the experiment. Implications for research on and development of virtual agents are discussed

    Virtual Reality and Anxiety Disorders Treatment: Evolution and Future Perspectives

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    Virtual reality (VR) is a technology that allows the simulation of different real-life situations on a tridimensional computer-generated environment where the user can interact with the environment as if he/she were the real world. VR has potential as an exposure technique for treating anxiety disorders because VR and real objects have similar characteristics, which creates the illusion that the user is immersed and engaged with objects in the real world. Regarding the efficacy of using virtual reality exposure-based therapy (VR-EBT), for more than two decades, there has been sufficient empirical evidence regarding VR-EBT for treating anxiety disorders. Finally, this chapter ends with some directions and perspectives for future VR-EBT developments and treatments protocols

    Making virtual environments compelling

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    Toward a Taxonomy of Copresence

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