24 research outputs found

    Haptic feedback in a virtual crowd scenario improves the emotional response

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    Research has shown that incorporating haptics into virtual environments can increase sensory fidelity and provide powerful and immersive experiences. However, current studies on haptics in virtual interactions primarily focus on one-on-one scenarios, while kinesthetic haptic interactions in large virtual gatherings are underexplored. This study aims to investigate the impact of kinesthetic haptics on eliciting emotional responses within crowded virtual reality (VR) scenarios. Specifically, we examine the influence of type or quality of the haptic feedback on the perception of positive and negative emotions. We designed and developed different combinations of tactile and torque feedback devices and evaluated their effects on emotional responses. To achieve this, we explored different combinations of haptic feedback devices, including “No Haptic,” “Tactile Stimulus” delivering tactile cues, and “Haptic Stimulus” delivering tactile and torque cues, in combination with two immersive 360-degree video crowd scenarios, namely, “Casual Crowd” and “Aggressive Crowd.” The results suggest that varying the type or quality of haptic feedback can evoke different emotional responses in crowded VR scenarios. Participants reported increased levels of nervousness with Haptic Stimulus in both virtual scenarios, while both Tactile Stimulus and Haptic Stimulus were negatively associated with pleasantness and comfort during the interaction. Additionally, we observed that participants’ sense of touch being real was enhanced in Haptic Stimulus compared to Tactile Stimulus. The “Haptic Stimulus” condition had the most positive influence on participants’ sense of identification with the crowd

    Reducing risk and improving maternal perspective-taking and empathy using virtual embodiment

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    The ability to perspective-take (cognitive awareness of another's state) and empathise (emotional/affective response) are important characteristics for sensitive, co-operative and constructive parenting, which assists in developing adaptive functioning for children. For the first time, immersive virtual reality was used to place parents in the position of a child in order to assess impact on perspective-taking and empathy. This novel study was conducted with 20 non-high risk Spanish mothers (a pilot study with 12 mothers is reported in supplementary files). Mothers were virtually embodied as a 4-year-old child, experienced from the first-person perspective and with virtual and real body movements synchronised. They interacted with a 'mother avatar', which responded either in a Positive or Negative way. Participants reported a strong body ownership illusion for the child body that led to cognitive, emotional and physical reactions. Experiencing negative maternal behavior increased levels of empathy. In addition, the Negative mother led to increased feelings of fear of violence. Physiological data indicated greater stress in the Negative than Positive condition. Although further research is required to assess the effectiveness of such methods, any improvement in empathy that leads to a change in parenting behavior has the potential to impact on developmental outcomes for children

    A mechanistic account of bodily resonance and implicit bias

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    Implicit social biases play a critical role in shaping our attitudes towards other people. Such biases are thought to arise, in part, from a comparison between features of one's own self-image and those of another agent, a process known as 'bodily resonance'. Recent data have demonstrated that implicit bias can be remarkably plastic, being modulated by brief immersive virtual reality experiences that place participants in a virtual body with features of an out-group member. Here, we provide a mechanistic account of bodily resonance and implicit bias in terms of a putative self-image network that encodes associations between different features of an agent. When subsequently perceiving another agent, the output of this self-image network is proportional to the overlap between their respective features, providing an index of bodily resonance. By combining the self-image network with a drift diffusion model of decision making, we simulate performance on the implicit association test (IAT) and show that the model captures the ubiquitous implicit bias towards in-group members. We subsequently demonstrate that this implicit bias can be modulated by a simulated illusory body ownership experience, consistent with empirical data; and that the magnitude and plasticity of implicit bias correlates with self-esteem. Hence, we provide a simple mechanistic account of bodily resonance and implicit bias which could contribute to the development of interventions for reducing the negative evaluation of social out-groups

    Evaluating participant responses to a virtual reality experience using reinforcement learning

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    Virtual reality applications depend on multiple factors, for example, quality of rendering, responsiveness, and interfaces. In order to evaluate the relative contributions of different factors to quality of experience, post-exposure questionnaires are typically used. Questionnaires are problematic as the questions can frame how participants think about their experience and cannot easily take account of non-additivity among the various factors. Traditional experimental design can incorporate non-additivity but with a large factorial design table beyond two factors. Here, we extend a previous method by introducing a reinforcement learning (RL) agent that proposes possible changes to factor levels during the exposure and requires the participant to either accept these or not. Eventually, the RL converges on a policy where no further proposed changes are accepted. An experiment was carried out with 20 participants where four binary factors were considered. A consistent configuration of factors emerged where participants preferred to use a teleportation technique for navigation (compared to walking-in-place), a full-body representation (rather than hands only), the responsiveness of virtual human characters (compared to being ignored) and realistic compared to cartoon rendering. We propose this new method to evaluate participant choices and discuss various extensions.This research is supported by the European Research Council Advanced grant Moments in Time in Immersive Virtual Environments (MoTIVE) grant no. 742989 and all authors were funded by this grant except for G.S. who is supported by ‘la Caixa’ Foundation (ID 100010434) with Fellowship code no. LCF/BQ/DR19/11740007.Peer ReviewedPostprint (published version

    A separate reality : An update on place Illusion and plausibility in virtual reality

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    We review the concept of presence in virtual reality, normally thought of as the sense of “being there” in the virtual world. We argued in a 2009 paper that presence consists of two orthogonal illusions that we refer to as Place Illusion (PI, the illusion of being in the place depicted by the VR) and Plausibility (Psi, the illusion that the virtual situations and events are really happening). Both are with the proviso that the participant in the virtual reality knows for sure that these are illusions. Presence (PI and Psi) together with the illusion of ownership over the virtual body that self-represents the participant, are the three key illusions of virtual reality. Copresence, togetherness with others in the virtual world, can be a consequence in the context of interaction between remotely located participants in the same shared virtual environments, or between participants and virtual humans. We then review several different methods of measuring presence: questionnaires, physiological and behavioural measures, breaks in presence, and a psychophysics method based on transitions between different system configurations. Presence is not the only way to assess the responses of people to virtual reality experiences, and we present methods that rely solely on participant preferences, including the use of sentiment analysis that allows participants to express their experience in their own words rather than be required to adopt the terminology and concepts of researchers. We discuss several open questions and controversies that exist in this field, providing an update to the 2009 paper, in particular with respect to models of Plausibility. We argue that Plausibility is the most interesting and complex illusion to understand and is worthy of significant more research. Regarding measurement we conclude that the ideal method would be a combination of a psychophysical method and qualitative methods including sentiment analysis.Postprint (published version

    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

    Self-observation of a virtual body-double engaged in social interaction reduces persecutory thoughts

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    The proportion of the population who experience persecutory thoughts is 10–15%. People then engage in safety-seeking behaviours, typically avoiding social interactions, which prevents disconfirmatory experiences and hence paranoia persists. Here we show that persecutory thoughts can be reduced if prior to engaging in social interaction in VR participants first see their virtual body-double doing so. Thirty non-clinical participants were recruited to take part in a study, where they were embodied in a virtual body that closely resembled themselves, and asked to interact with members of a crowd. In the Random condition (n = 15) they observed their body-double wandering around but not engaging with the crowd. In the Targeted condition the body-double correctly interacted with members of the crowd. The Green Paranoid Thoughts Scale was measured 1 week before and 1 week after the exposure and decreased only for those in the Targeted condition. The results suggest that the observation of the body-double correctly carrying out a social interaction task in VR may lead to anxiety-reducing mental rehearsal for interaction thus overcoming safety behaviours. The results also extend knowledge of the effects of vicarious agency, suggesting that identification with the actions of body-double can influence subsequent psychological state

    Violent video games in virtual reality : re-evaluating the impact and rating of interactive experiences

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    Bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the public are adequately informed. As yet, the organizations responsible for content descrip-tions and age-based ratings of consumer content do not rate VR games differently to those played on TV. This could lead to experiences that are more intense or subconsciously affecting than desired. To test whether VR and non-VR games are differently affecting, and so whether game ratings are appropriate, our research examined how participant (n=16) experience differed when playing the violent horror video game “Resident Evil 7”, viewed from a first-person perspective in PlayStation VR and on a 40” TV. The two formats led to meaningfully different experiences, suggesting that current game ratings may be unsuitable for capturing and conveying VR experiences

    The Impact of Virtual Embodiment on Perception, Attitudes, and Behaviour

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    [eng] Over the past two decades extensive research in experimental psychology, cognitive neuroscience, and virtual reality has provided evidence for the malleability of our brain's body representation. It has been shown that a person's body can be substituted by a life-sized artificial one, resulting in a perceptual illusion of body ownership over the fake body. Interestingly, several studies have shown that when people are virtually represented with a body different to their own, they exhibit behaviours associated with attributes pertaining to that body. In the research described here we exploited Immersive Virtual Reality to induce body ownership illusions over distinct virtual bodies. We examined how an altered self-representation can influence one's self-perception, perception of the environment, and implicit biases. To this end, we carried out two experimental studies to investigate embodiment of adults in a child virtual body, and a different race virtual body. Moreover, we tested whether it is possible to induce illusory agency over specific actions that are not carried out by the participants themselves. In the Virtual Child Body study, we embodied adults both as a 4-year-old child, and as an adult scaled-down to the same height as the child. The results showed that embodiment in the child body led to a significant overestimation of object sizes, which was approximately double the overestimation of those embodied in the adult body. Moreover, embodiment in the child resulted in changes in implicit attitudes about the self towards being child-like. These findings were diminished under asynchronous visuomotor correlations, providing further proof for the importance of visuomotor contingencies in producing body ownership illusions. Our findings extend and enrich previous research, yielding additional evidence of the malleability of our body representation. In the Racial Bias study, we aimed to explore how the type of body can influence racial discrimination, by embodying white people in a black virtual body. Previous research has shown that this type of embodiment can lead to a reduction of implicit racial bias, but its long-term effects were unknown. Here we tested whether this reduction in implicit bias can (a) be replicated, (b) it can last for at least one week, and (c) it is enhanced by multiple exposures. Participants were immersed in a virtual scenario between one and three times, each separated by two days, and implicit bias was measured one week before their first exposure, and one week after their last. The results showed that implicit bias decreased more for those with the black virtual body than the white, even a week after their virtual exposure, and irrespective of the number of exposures. In the Illusory Speaking study, we explored the possibility of inducing illusory agency over an action that participants did not carry out themselves. We describe a set of experiments, where under appropriate sensorimotor contingencies, we induce a subjective illusion of agency over the participants' speaking virtual body, as if they had been themselves speaking. When participants were asked to speak after this exposure, they shifted the fundamental frequency of their utterances towards that of the stimulus voice of the virtual body. We argue that these findings can be reconciled with current theories of agency, provided that the critical role of both ownership and actual agency over the virtual body are taken into account. Overall, our studies expand previous evidence for the malleability of our body representation, demonstrating how it is possible to induce ownership illusions over a child body, a different race body, or even a speaking body. Notably, we provide evidence of how body ownership and agency over the virtual body result in powerful, lasting changes in perceptual and cognitive processing, having the potential of compelling applications in psychology and neuroscience.[spa] Durante las dos últimas décadas se ha llevado a cabo una amplia investigación que ha permitido descubrir la maleabilidad de la nuestra representación corporal. Se ha demostrado que nuestro cuerpo puede ser sustituido por uno artificial de tamaño real, dando lugar a una ilusión perceptual de posesión de un cuerpo falso (Body Ownership). En la investigación descrita en esta tesis hemos empleado Realidad Virtual Inmersiva con el fin de inducir ilusiones de Body Ownership sobre cuerpos muy diversos. En el estudio del Nino Virtual, ponemos adultos en el cuerpo de un niño, o bien en el de un adulto re-escalado para tener la misma altura que el niño. Los resultados evidencian que la ilusión en el cuerpo del niño conllevó una sobreestimación significativa del tamaño de objetos, la cual era aproximadamente el doble de la estimación dada en el caso del cuerpo del adulto. Además, en el caso del niño virtual la ilusión dio lugar a cambios en la actitud implícita propia hacia un carácter más infantil. En el estudio de la Discriminación Racial, exploramos el modo en que el tipo de cuerpo puede influir en la discriminación racial, poniendo a gente de piel de color blanca en un cuerpo de piel de color negra. En estudios anteriores se ha demostrado que este tipo de ilusión corporal puede conllevar una reducción del sesgo racial implícito. Aquí evaluamos si tal reducción en el sesgo implícito puede a) ser replicada, b) puede durar al menos una semana, y c) se ve incrementada después de múltiples exposiciones. Los resultados muestran que el sesgo implícito disminuyó más en el caso de aquellos participantes que tengan el cuerpo virtual de piel negra incluso una semana después de la exposición virtual. En el estudio de la Ilusión de Hablar exploramos la posibilidad de inducir en los participantes una ilusión de agencia sobre una acción que ellos no llevaron a cabo. Describimos una serie de experimentos donde logramos una ilusión subjetiva de agencia sobre el habla del cuerpo virtual del participante, tal y como si ellos hubieran estado hablando. Cuando pedimos a los participantes que hablaran después de la exposición, modularon la frecuencia fundamental de su tono de voz en la dirección de la voz del cuerpo virtual
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