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Quirós-Ramírez MA, Feineisen A, Streuber S, Reips UD. Virtual Reality experiments in the field. PLoS One 2025; 20:e0318688. [PMID: 40198670 PMCID: PMC11978061 DOI: 10.1371/journal.pone.0318688] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/14/2024] [Accepted: 01/21/2025] [Indexed: 04/10/2025] Open
Abstract
Virtual Reality (VR) has paved its way into experimental psychology due to its capacity to realistically simulate real-world experiences in a controlled way. Theoretically, this technology opens the possibility to conduct experiments anywhere in the world using consumer hardware (e.g. mobile-VR). This would allow researchers to access large scale, heterogeneous samples and to conduct experiments in the field in cases where social distancing is required - e.g. during the COVID-19 pandemic. Here, we investigate the feasibility of carrying VR experiments in the field using mobile-VR through a stress inductive (public speaking task) and a relaxation (nature) task and contrast them with results in the laboratory (HTC Vive and mobile-VR). The first experiment employed a 2 (device: HTC Vive Pro (HMD) versus Wearality Sky VR smartphone adapter) x 3 (audience: 'none', 'attentive', 'inattentive') between-subjects design. Thirty-four participants took part in the experiment and completed a public speaking task. No significant difference was detected in participants' sense of presence, cybersickness, or stress levels. In the second experiment, using an inexpensive Google Cardboard smartphone adapter a 3 (between: device setting) x 2 (within: task) mixed-design was employed. Sixty participants joined the experiment, and completed a public speaking and a nature observation task. No significant difference in participants' sense of presence, cybersickness, perceived stress and relaxation were detected. Taken together, our results provide initial evidence supporting the feasibility and validity of using mobile VR in specific psychological field experiments, such as stress induction and relaxation tasks, conducted in the field. We discuss challenges and concrete recommendations for using VR in field experiments. Future research is needed to evaluate its applicability across a broader range of experimental paradigms.
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Affiliation(s)
| | - Anna Feineisen
- Department of Psychology, University of Konstanz, Konstanz, Baden-Württemberg, Germany
| | - Stephan Streuber
- Department of Electrical Engineering and Computer Science, Coburg University of Applied Sciences, Coburg, Bavaria, Germany
| | - Ulf-Dietrich Reips
- Department of Psychology, University of Konstanz, Konstanz, Baden-Württemberg, Germany
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2
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Soilis N, Bhanji F, Kinsella EA. Virtual reality simulation for facilitating critical reflection and transformative learning: pedagogical, practical, and ethical considerations. Adv Simul (Lond) 2024; 9:49. [PMID: 39695842 DOI: 10.1186/s41077-024-00319-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/29/2024] [Accepted: 11/12/2024] [Indexed: 12/20/2024] Open
Abstract
There is growing recognition that preparing health professionals to work with complex social issues in the delivery of healthcare requires distinct theoretical and pedagogical approaches. Recent literature highlights the significance of employing simulated environments which aim to immerse learners in the experiences of diverse populations and bridge the gap between academic learning and lived realities across a diverse society. Virtual Reality (VR) is gaining traction as a promising pedagogical approach in this context. VR has been argued to offer distinct advantages over traditional educational methods by allowing learners to see the world through the eyes of diverse populations, and to learn about social injustices while immersed in a mediated environment. It also has practical benefits in its capacity to expose large number of students to these topics with relatively modest resources compared to other approaches. This debate article explores VR as an innovative pedagogical approach for facilitating critical reflection, dialogue and transformative learning about social issues in health professions education (HPE). It examines the potential affordances as well as risks and dangers of integrating VR into educational programs and highlights key pedagogical, practical, and ethical considerations. Emphasis is placed on the importance of these considerations in efforts toward ethical, safe, and respectful use of VR in educational settings. This paper contributes to the ongoing dialogue on VR simulation as an innovative approach to HPE and highlights the importance of creating conditions that maximize its educational benefits and minimize potential harms.
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Affiliation(s)
- Niki Soilis
- Institute of Health Sciences Education, Faculty of Medicine & Health Sciences, McGill University, Montreal, QC, Canada.
| | - Farhan Bhanji
- Institute of Health Sciences Education, Faculty of Medicine & Health Sciences, McGill University, Montreal Children's Hospital, Montreal, QC, Canada
| | - Elizabeth Anne Kinsella
- Institute of Health Sciences Education, Faculty of Medicine & Health Sciences, McGill University, Montreal, QC, Canada
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3
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Pereira da Costa L, Bierwiaczonek K, Bianchi M. Does Digital Intergroup Contact Reduce Prejudice? A Meta-Analysis. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2024; 27:440-451. [PMID: 38721920 DOI: 10.1089/cyber.2023.0591] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/19/2024]
Abstract
With the ubiquity of technology in the modern life, contact between different social groups via different digital means is an everyday reality. Can such a digital intergroup contact reduce prejudice, or does it exacerbate it? In this study, we summarize the present evidence on the links between intergroup digital contact and prejudice in a variety of intergroup contexts. We meta-analyzed experimental and correlational evidence from 88 independent samples (n = 9,385). Digital intergroup contact showed a small but significant effect consistent with prejudice reduction (g = 0.25). Direct digital contact showed larger effect than indirect forms of contact, and contact via computer-mediated communication showed larger effects than contact achieved via other activities such as interacting with nonplayable characters or embodiment. The effects were similar regardless of the type of out-group targeted by prejudice. Overall, meta-analytical results suggest that digital intergroup contact may reduce prejudice.
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Affiliation(s)
| | - Kinga Bierwiaczonek
- Department of Psychology, University of Oslo, Oslo, Norway
- Centro de Investigação e Intervenção Social, Instituto Universitário de Lisboa (ISCTE-IUL), Lisbon, Portugal
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Pyasik M, Proverbio AM, Pia L. Behavioral and neurophysiological indices of the racial bias modulation after virtual embodiment in other-race body. iScience 2023; 26:108085. [PMID: 37860769 PMCID: PMC10582573 DOI: 10.1016/j.isci.2023.108085] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2023] [Revised: 08/12/2023] [Accepted: 09/25/2023] [Indexed: 10/21/2023] Open
Abstract
Racial bias-nonconscious behavioral inclinations against people of other ethnic groups-heavily contributes to inequality and discrimination. Immersive virtual reality (IVR) can reduce implicit racial bias through the feeling of owning (embodying) a virtual body of a different "race"; however, it has been demonstrated only behaviorally for the implicit attitudes. Here, we investigated the implicit (racial IAT) and the neurophysiological (the N400 component of the event-related potentials for verbal stimuli that violated negative racial stereotypes) correlates of the embodiment-induced reduction of the implicit racial bias. After embodying a Black avatar, Caucasian participants had reduced implicit racial bias (IAT) but both groups showed the typical N400. This is the first evidence to suggest that virtual embodiment affects the evaluative component of the implicit biases but not the neurophysiological index of their cognitive component (i.e., stereotyping). This can inform interventions that promote inclusivity through the implicit/indirect procedures, such as embodiment.
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Affiliation(s)
- Maria Pyasik
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10124 Turin, Italy
| | - Alice Mado Proverbio
- Cognitive Electrophysiology Lab, Department of Psychology, University of Milano-Bicocca, 20126 Milan, Italy
| | - Lorenzo Pia
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10124 Turin, Italy
- NIT (Neuroscience Institute of Turin), 10124 Turin, Italy
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5
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Gu X, Li S, Yi K, Yang X, Liu H, Wang G. Role-Exchange Playing: An Exploration of Role-Playing Effects for Anti-Bullying in Immersive Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4215-4228. [PMID: 35727780 DOI: 10.1109/tvcg.2022.3184986] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Role-playing is widely used in many areas, such as psychotherapy and behavior change. However, few studies have explored the possible effects of playing multiple roles in a single role-playing process. We propose a new role-playing paradigm, called role-exchange playing, in which a user plays two opposite roles successively in the same simulated event for better cognitive enhancement. We designed an experiment with this novel role-exchange playing strategy in the immersive virtual environments; and school bullying was chosen as a scenario in this case. A total of 234 middle/high school students were enrolled in the mixed-design experiment. From the user study, we found that through role-exchange, students developed more morally correct opinions about bullying, as well as increased empathy and willingness to engage in supportive behavior. They also showed increased commitment to stopping bullying others. Our role-exchange paradigm could achieve a better effect than traditional role-playing methods in situations where participants have no prior experience associated with the roles they play. Therefore, using role-exchange playing in the immersive virtual environments to educate minors can help prevent them from bullying others in the real world. Our study indicates a positive significance in moral education of teenagers. Our role-exchange playing may have the potential to be extended to such applications as counseling, therapy, and crime prevention.
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Chen VHH, Ibasco GC. All it takes is empathy: how virtual reality perspective-taking influences intergroup attitudes and stereotypes. Front Psychol 2023; 14:1265284. [PMID: 37790235 PMCID: PMC10542896 DOI: 10.3389/fpsyg.2023.1265284] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2023] [Accepted: 08/31/2023] [Indexed: 10/05/2023] Open
Abstract
Research in the past decade has demonstrated the potential of virtual reality perspective-taking (VRPT) to reduce bias against salient outgroups. In the perspective-taking literature, both affective and cognitive mechanisms have been theorized and identified as plausible pathways to prejudice reduction. Few studies have systematically compared affective and cognitive mediators, especially in relation to virtual reality, a medium posited to produce visceral, affective experiences. The present study seeks to extend current research on VRPT's mechanisms by comparing empathy (affective) and situational attributions (cognitive) as dual mediators influencing intergroup attitudes (affective) and stereotypes (cognitive). In a between-subjects experiment, 84 participants were randomly assigned to embody a VR ingroup or outgroup waiting staff at a local food establishment, interacting with an impolite ingroup customer. Results indicated that participants in the outgroup VRPT condition reported significantly more positive attitudes and stereotypes towards outgroup members than those in the ingroup VRPT condition. For both attitudes and stereotypes, empathy significantly mediated the effect of VRPT, but situational attributions did not. Findings from this research provide support for affect as a key component of virtual experiences and how they shape intergroup perceptions. Implications and directions for further research are discussed.
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Affiliation(s)
- Vivian Hsueh Hua Chen
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
- Department of Media and Communication, Erasmus University Rotterdam, Rotterdam, Netherlands
| | - Gabrielle C. Ibasco
- Department of Psychology, The University of British Columbia, Vancouver, BC, Canada
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Weidner F, Boettcher G, Arboleda SA, Diao C, Sinani L, Kunert C, Gerhardt C, Broll W, Raake A. A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:2596-2606. [PMID: 37027741 DOI: 10.1109/tvcg.2023.3247072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Augmented Reality (AR) and Virtual Reality (VR) are pushing from the labs towards consumers, especially with social applications. These applications require visual representations of humans and intelligent entities. However, displaying and animating photo-realistic models comes with a high technical cost while low-fidelity representations may evoke eeriness and overall could degrade an experience. Thus, it is important to carefully select what kind of avatar to display. This article investigates the effects of rendering style and visible body parts in AR and VR by adopting a systematic literature review. We analyzed 72 papers that compare various avatar representations. Our analysis includes an outline of the research published between 2015 and 2022 on the topic of avatars and agents in AR and VR displayed using head-mounted displays, covering aspects like visible body parts (e.g., hands only, hands and head, full-body) and rendering style (e.g., abstract, cartoon, realistic); an overview of collected objective and subjective measures (e.g., task performance, presence, user experience, body ownership); and a classification of tasks where avatars and agents were used into task domains (physical activity, hand interaction, communication, game-like scenarios, and education/training). We discuss and synthesize our results within the context of today's AR and VR ecosystem, provide guidelines for practitioners, and finally identify and present promising research opportunities to encourage future research of avatars and agents in AR/VR environments.
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Hummer TA, Wood ZM, Miller K, McCarthy RL, Brickman JE, Neumann D. Assessment of Boys' Responses to Interpersonal Conflict in Virtual Reality. Games Health J 2023; 12:53-62. [PMID: 36301265 PMCID: PMC9894598 DOI: 10.1089/g4h.2022.0054] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
Background: Continuous advances in virtual reality (VR) technology have increased its potential for clinical use in the research, assessment, and treatment of mental health difficulties. One potential target for VR use is childhood behavior problems, which are often associated with social-cognitive deficits that can be difficult to measure or modify. Materials and Methods: We enrolled 36 boys between the ages of 8-13 to assess the usability of a VR device and its feasibility as a psychiatric tool for youth. Each participant experienced three virtual school cafeteria scenes that varied in antisocial content and the intentions of a virtual counterpart (VC) (control, ambiguous, or hostile). Following each scene, participants completed questions about ease and comfort in using the headset as well as an assessment of hostile attribution bias (HAB). HAB is the tendency to attribute hostile motivations to others' behaviors, which contributes to antisocial thoughts and behaviors. Following this VR use, participants completed a standard text assessment of HAB. Results: In general, participants reported the VR headset to be enjoyable and easy to use, and scenes worked as intended, with VCs in the hostile scene rated the meanest. In addition, boys with more conduct problems reported that virtual characters were meaner to them, despite no difference in text vignette measures of HAB. Conclusion: This study provides preliminary evidence supporting the further development of VR programs to assess and treat childhood behavior problems.
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Affiliation(s)
- Tom A. Hummer
- Department of Psychiatry, Indiana University School of Medicine, Indianapolis, Indiana, USA
- Department of Radiology and Imaging Sciences, Indiana University School of Medicine, Indianapolis, Indiana, USA
| | - Zebulun M. Wood
- Departments of Media Arts and Science and Human Centered Computing, School of Informatics and Computing, Indiana University-Purdue University Indianapolis (IUPUI), Indianapolis, Indiana, USA
| | - Kevin Miller
- Departments of Media Arts and Science and Human Centered Computing, School of Informatics and Computing, Indiana University-Purdue University Indianapolis (IUPUI), Indianapolis, Indiana, USA
| | - Rachel L. McCarthy
- Department of Psychiatry, Indiana University School of Medicine, Indianapolis, Indiana, USA
| | - Jocelyn E. Brickman
- Department of Psychiatry, Indiana University School of Medicine, Indianapolis, Indiana, USA
| | - Dawn Neumann
- Department of Physical Medicine and Rehabilitation, Indiana University School of Medicine, Indianapolis, Indiana, USA
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Frisanco A, Schepisi M, Tieri G, Aglioti SM. Embodying the avatar of an omnipotent agent modulates the perception of one's own abilities and enhances feelings of invulnerability. Sci Rep 2022; 12:21585. [PMID: 36517558 PMCID: PMC9751071 DOI: 10.1038/s41598-022-26016-1] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2022] [Accepted: 12/08/2022] [Indexed: 12/16/2022] Open
Abstract
Immersive virtual reality can give people the illusion of owning artificial bodies (i.e., avatars) and controlling their actions. Tellingly, people appear to adhere to the newly embodied entities not just on the basis of physical traits but also behaving accordingly with the hallmarks of the represented characters. In two studies we pushed the limits of this process by testing if one's own sense of power could be affected by embodying the anthropomorphic representation of the Christian God, that is considered an omnipotent entity. A human Muscled and a Normotype avatar were used as controls. Results showed that participants embodying the God-avatar: (i) reacted to a threatening event compromising their physical safety by exhibiting a lower skin conductance response and heart rate deceleration compared to the Normotype-control avatar (Study 1); (ii) estimated they had more physical abilities compared to both the Normotype-control and the Muscled-control avatars (Study 2). Taken together, our findings suggest that embodying an omnipotent agent may exert an influence on people's perception of their own limits and capabilities, nourishing feelings of physical invulnerability and strength. Our study indicates that effectively embodying virtual role models may boost achievements and have translational implications in the field of empowerment.
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Affiliation(s)
- Althea Frisanco
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
| | - Michael Schepisi
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
| | - Gaetano Tieri
- grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy ,grid.469255.9Virtual Reality Lab, Unitelma Sapienza University, Rome, Italy
| | - Salvatore Maria Aglioti
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
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10
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Pyasik M, Ciorli T, Pia L. Full body illusion and cognition: A systematic review of the literature. Neurosci Biobehav Rev 2022; 143:104926. [DOI: 10.1016/j.neubiorev.2022.104926] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/28/2022] [Revised: 10/20/2022] [Accepted: 10/21/2022] [Indexed: 11/06/2022]
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Marini M, Casile A. I can see my virtual body in a mirror: The role of visual perspective in changing implicit racial attitudes using virtual reality. Front Psychol 2022; 13:989582. [PMID: 36518959 PMCID: PMC9742480 DOI: 10.3389/fpsyg.2022.989582] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/08/2022] [Accepted: 11/04/2022] [Indexed: 09/29/2023] Open
Abstract
INTRODUCTION Recent studies showed that VR is a valid tool to change implicit attitudes toward outgroup members. Here, we extended this work by investigating conditions under which virtual reality (VR) is effective in changing implicit racial attitudes. METHODS To this end, participants were embodied in a Black or White avatar and we manipulated the perspective through which they could see their virtual body. Participants in one condition, could see their virtual body both from a first-person perspective (i.e., by looking down toward themselves) and reflected in a mirror placed in front of them in the VR environment. Participants in another condition could instead see their virtual body only from a first-person perspective (i.e., by looking down toward themselves) as no mirror was placed in the VR environment. Implicit racial attitudes were assessed using the Implicit Association Test (IAT) before and immediately after the VR intervention. RESULTS Results showed that when White participants were embodied in a Black avatar compared to a White avatar, they showed a decrease in their implicit pro-White attitudes but only when they could see their virtual body both from a first-person perspective and in a mirror. DISCUSSION These results suggest that, in immersive virtual reality interventions, the possibility for participants to see their body also reflected in a mirror, might be a critical factor in changing their implicit racial attitudes.
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Affiliation(s)
- Maddalena Marini
- Center for Translational Neurophysiology of Speech and Communication, Istituto Italiano di Tecnologia, Ferrara, Italy
- Department of Psychology, University of Campania Luigi Vanvitelli, Caserta, Italy
| | - Antonino Casile
- Center for Translational Neurophysiology of Speech and Communication, Istituto Italiano di Tecnologia, Ferrara, Italy
- Department of Mathematics and Computer Science, University of Ferrara, Ferrara, Italy
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12
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Seinfeld S, Hasler BS, Banakou D, Levy J. Editorial: Virtual reality and empathy. Front Psychol 2022; 13:1089006. [DOI: 10.3389/fpsyg.2022.1089006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/03/2022] [Accepted: 11/10/2022] [Indexed: 11/23/2022] Open
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Zhang J, Anderson RC. Exploring the Influence of Race in Mate Copying Using Former Partner Evaluations. EVOLUTIONARY PSYCHOLOGICAL SCIENCE 2022. [DOI: 10.1007/s40806-022-00343-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Abstract
AbstractHuman mate choice is a complex, nuanced process that incorporates factors including physical attractiveness, race, culture, and social values. Choosing the wrong partner can be a risky and costly affair; hence, mate choosers may copy the choices of others to inform their own decisions about the mate quality of a potential partner. This phenomenon is known as mate copying (MC). Consistent with previous research methods, the current study presented a sample of 461 Australian women with photographic stimuli of target men of one of three races paired with a description of a former female partner evaluating the target man either positively or negatively. Racial similarity between participants and the target man was statistically controlled for. As hypothesised, positive evaluations elicited MC whereas negative evaluations elicited mate avoidance. Racial similarity was also shown to influence measures of desirability and MC propensity. Results were discussed within the context of existing human MC literature, with particular emphasis on exploring how new factors affect the expression of MC intent within the Australian female demographic. Recommendations for further research based on these outcomes were also made.
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Affiliation(s)
- Fahad Alam
- From the Department of Anesthesia, Sunnybrook Health Sciences Centre.,Sunnybrook Simulation Centre, Toronto, Ontario, Canada.,Wilson Centre for Research in Medical Education, Temerty Faculty of Medicine, University of Toronto, Toronto, Ontario, Canada.,Canadian Anesthesiologists' Society-Simulation and Education Section, Toronto, Ontario, Canada.,Collaborative Human ImmerSive Interaction Laboratory, Toronto, Ontario, Canada.,Department of Anesthesiology and Pain Medicine, University of Toronto, Toronto, Ontario, Canada
| | - Clyde Matava
- Collaborative Human ImmerSive Interaction Laboratory, Toronto, Ontario, Canada.,Department of Anesthesiology and Pain Medicine, University of Toronto, Toronto, Ontario, Canada.,Department of Anesthesia and Pain Medicine, Hospital for Sick Children, Toronto, Ontario, Canada
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15
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Interview with an avatar: Comparing online and virtual reality perspective taking for gender bias in STEM hiring decisions. PLoS One 2022; 17:e0269430. [PMID: 35671314 PMCID: PMC9173647 DOI: 10.1371/journal.pone.0269430] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2021] [Accepted: 05/22/2022] [Indexed: 12/30/2022] Open
Abstract
Virtual perspective taking can reduce unconscious bias and increase empathy and prosocial behavior toward individuals who are marginalized based on group stereotypes such as age, race, or socioeconomic status. However, the question remains whether this approach might reduce implicit gender bias, and the degree to which virtual immersion contributes to behavioral modulation following perspective taking tasks is unknown. Accordingly, we investigate the role of virtual perspective taking for binary gender using an online platform (Study 1) and immersive virtual reality (Study 2). Female and male undergraduates performed a simulated interview while virtually represented by an avatar that was either congruent or incongruent with their own gender. All participants rated a male and a female candidate on competence, hireability, likeability, empathy, and interpersonal closeness and then chose one of these two equivalently qualified candidates to hire for a laboratory assistant position in the male dominated industry of information technology. Online perspective taking did not reveal a significant influence of avatar gender on candidate ratings or candidate choice, whereas virtual reality perspective taking resulted in significant changes to participant behavior following exposure to a gender-incongruent avatar (e.g., male embodied as female), such that men showed preference for the female candidate and women showed preference for the male candidate. Although between-group differences in candidate ratings were subtle, rating trends were consistent with substantial differences in candidate choice, and this effect was greater for men. Compared to an online approach, virtual reality perspective taking appears to exert greater influence on acute behavioral modulation for gender bias due to its ability to fully immerse participants in the experience of (temporarily) becoming someone else, with empathy as a potential mechanism underlying this phenomenon.
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16
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Scattolin M, Panasiti MS, Villa R, Aglioti SM. Reduced ownership over a virtual body modulates dishonesty. iScience 2022; 25:104320. [PMID: 35602961 PMCID: PMC9118670 DOI: 10.1016/j.isci.2022.104320] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2021] [Revised: 03/31/2022] [Accepted: 04/25/2022] [Indexed: 10/29/2022] Open
Abstract
Although studies suggest that even higher-order functions can be embodied, whether body awareness may bias moral decisions toward (dis)honesty remains underinvestigated. Here, we tested if the Sense of body Ownership (SoO) and the magnitude of monetary rewards influence the tendency to act immorally. Through a virtual body, participants played a card game in which they could lie to others to steal high or low amounts of money. To manipulate SoO, the virtual body was seen and controlled from a first-person perspective, with hands attached or detached, or from a third-person perspective. In third-person perspective, SoO was significantly reduced and more egoistic lies were produced in high reward conditions. Thus, SoO reduction and high monetary reward facilitate dishonest behavior, likely by separating the self from the dishonest actions performed through the disowned body. Because most future interactions will likely occur in a digital metaverse, our results may have crucial societal impact.
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Affiliation(s)
- Marina Scattolin
- Sapienza University of Rome and CLNS@Sapienza, Italian Institute of Technology, Rome (RM) 00161, Italy
| | - Maria Serena Panasiti
- Santa Lucia Foundation, IRCCS, Rome (RM) 00179, Italy
- Department of Psychology, Sapienza University of Rome, Rome (RM) 00185, Italy
| | - Riccardo Villa
- Sapienza University of Rome and CLNS@Sapienza, Italian Institute of Technology, Rome (RM) 00161, Italy
| | - Salvatore Maria Aglioti
- Sapienza University of Rome and CLNS@Sapienza, Italian Institute of Technology, Rome (RM) 00161, Italy
- Santa Lucia Foundation, IRCCS, Rome (RM) 00179, Italy
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17
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The effects of embodying wildlife in virtual reality on conservation behaviors. Sci Rep 2022; 12:6439. [PMID: 35440749 PMCID: PMC9019095 DOI: 10.1038/s41598-022-10268-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/06/2021] [Accepted: 04/05/2022] [Indexed: 11/08/2022] Open
Abstract
Efforts to mitigate environmental threats are often inversely related to the magnitude of casualty, human or otherwise. This “compassion fade” can be explained, in part, by differential processing of large- versus small-scale threats: it is difficult to form empathic connections with unfamiliar masses versus singular victims. Despite robust findings, little is known about how non-human casualty is processed, and what strategies override this bias. Across four experiments, we show how embodying threatened megafauna-Loggerhead sea turtles (Caretta Caretta)-using virtual reality can offset and reverse compassion fade. After observing compassion fade during exposure to non-human casualty in virtual reality (Study 1; N = 60), we then tested a custom virtual reality simulation designed to facilitate body transfer with a threatened Loggerhead sea turtle (Study 2; N = 98). Afterwards, a field experiment (Study 3; N = 90) testing the simulation with varied number of victims showed body transfer offset compassion fade. Lastly, a fourth study (N = 25) found that charitable giving among users embodying threatened wildlife was highest when exposed to one versus several victims, though this effect was reversed if victims were of a different species. The findings demonstrate how animal embodiment in virtual reality alters processing of environmental threats and non-human casualty, thereby influencing conservation outcomes.
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Slater M, Sanchez-Vives MV. Is Consciousness First in Virtual Reality? Front Psychol 2022; 13:787523. [PMID: 35222187 PMCID: PMC8873142 DOI: 10.3389/fpsyg.2022.787523] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2021] [Accepted: 01/10/2022] [Indexed: 01/30/2023] Open
Abstract
The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes-"the hard problem of consciousness"-and instead consciousness should be regarded in itself as a primary force in nature. This view attempts to derive, for example, the laws of physics from models of consciousness, instead of the other way around. While as scientists we can understand and have an intuition for the first paradigm, it is very difficult to understand what "consciousness is primary" might mean since it has no intuitive scientific grounding. Here we show that worlds experienced through virtual reality (VR) are such that consciousness is a first order phenomenon. We discuss the Interface Theory of Perception which claims that in physical reality perceptions are not veridical and that we do not see the "truth" but that perception is based on evolutionary payoffs. We show that this theory may provide an accurate description of perception and consciousness within VR, and we put forward an experimental study that could throw light on this. We conclude that VR does offer an experimental frame that provides intuition with respect to the idea that "consciousness is first" and what this might mean regarding the perceived world. However, we do not draw any conclusions about the veracity of this notion with respect to physical reality or question the emergence of consciousness from brain function.
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Affiliation(s)
- Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Maria V. Sanchez-Vives
- Institut d’Investigacions Biomédiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- ICREA, Barcelona, Spain
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19
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Tassinari M, Aulbach MB, Jasinskaja-Lahti I. Investigating the Influence of Intergroup Contact in Virtual Reality on Empathy: An Exploratory Study Using AltspaceVR. Front Psychol 2022; 12:815497. [PMID: 35185708 PMCID: PMC8848353 DOI: 10.3389/fpsyg.2021.815497] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2021] [Accepted: 12/24/2021] [Indexed: 01/09/2023] Open
Abstract
Virtual Reality (VR) has often been referred to as an "empathy machine." This is mostly because it can induce empathy through embodiment experiences in outgroup membership. However, the potential of intergroup contact with an outgroup avatar in VR to increase empathy is less studied. Even though intergroup contact literature suggests that less threatening and more prosocial emotions are the key to understanding why intergroup contact is a powerful mean to decrease prejudice, few studies have investigated the effect of intergroup contact on empathy in VR. In this study, we developed a between-participants design to investigate how VR can be used to create a positive intergroup contact with a member of a stigmatized outgroup (ethnic minority) and present the results of the effect of intergroup contact in VR on empathy. Sixty four participants experienced either positive contact (i.e., equal intergroup status, collaborative) with a black (experimenter-controlled) avatar (experimental condition) or no intergroup contact (i.e., ingroup contact with a white avatar; control condition), with situational empathy (personal distress and empathic interest) being measured through a self-report questionnaire up to a week before and right after the VR contact experience. The experiment showed that satisfying degrees of body ownership of participants' own avatar and co-presence with the contacted avatar can be achieved in simple and universally accessible virtual environments such as AltspaceVR. The results indicated that while VR intergroup contact had no significant direct effect on empathy, exploratory analyses indicated that post-intervention empathic interest increased with stronger feelings of co-presence in the intergroup contact condition.
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Affiliation(s)
- Matilde Tassinari
- Faculty of Social Sciences, Department of Social Research, University of Helsinki, Helsinki, Finland
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20
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The body-ownership is unconsciously distorted in the brain: An event-related potential study of rubber hand illusion. PSIHOLOGIJA 2022. [DOI: 10.2298/psi210126002l] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022] Open
Abstract
Many studies have reported that bottom-up multisensory integration of visual, tactile, and proprioceptive information can distort our sense of body-ownership, producing rubber hand illusion (RHI). There is less evidence about when and how the body-ownership is distorted in the brain during RHI. To examine whether this illusion effect occurs preattentively at an early stage of processing, we monitored the visual mismatch negativity (vMMN) component (the index of automatic deviant detection) and N2 (the index for conflict monitoring). Participants first performed an RHI elicitation task in a synchronous or asynchronous setting and then finished a passive visual oddball task in which the deviant stimuli were unrelated to the explicit task. A significant interaction between Deviancy (deviant hand vs. standard hand) and Group (synchronous vs. asynchronous) was found. The asynchronous group showed clear mismatch effects in both vMMN and N2, while the synchronous group had such effect only in N2. The results indicate that after the elicitation of RHI bottom-up integration could be retrieved at the early stage of sensory processing before top-down processing, providing evidence for the priority of the bottom-up processes after the generation of RHI and revealing the mechanism of how the body-ownership is unconsciously distorted in the brain.
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21
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Slater M, Banakou D. The Golden Rule as a Paradigm for Fostering Prosocial Behavior With Virtual Reality. CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE 2021. [DOI: 10.1177/09637214211046954] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
The Golden Rule of ethics in its negative form states that you should not do to others what you would not want others to do to you, and in its positive form states that you should do to others as you would want them to do to you. The Golden Rule is an ethical principle, but in virtual reality (VR), it can also be thought of as a paradigm for the promotion of prosocial behavior. This is because in VR, you can directly experience harm that you inflicted or were complicit in inflicting from the embodied perspective of the victim. This use of what we refer to as the Golden Rule Embodiment Paradigm (GREP) relies on participants in VR having the illusion of body ownership over a virtual body. In this article, we introduce virtual embodiment and the consequent illusion of ownership over the virtual body, and describe how this phenomenon has been utilized to influence implicit attitudes. We then introduce the GREP and give examples of studies in which it enhanced helping behavior.
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Affiliation(s)
- Mel Slater
- Event Lab, Faculty of Psychology, Institute of Neurosciences of the University of Barcelona, University of Barcelona
| | - Domna Banakou
- Event Lab, Faculty of Psychology, Institute of Neurosciences of the University of Barcelona, University of Barcelona
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22
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Chen VHH, Ibasco GC, Leow VJX, Lew JYY. The Effect of VR Avatar Embodiment on Improving Attitudes and Closeness Toward Immigrants. Front Psychol 2021; 12:705574. [PMID: 34721153 PMCID: PMC8554103 DOI: 10.3389/fpsyg.2021.705574] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Accepted: 09/24/2021] [Indexed: 11/17/2022] Open
Abstract
Past research has discussed how the embodiment of an outgroup avatar in virtual reality (VR) can reduce intergroup bias. However, little is known about the mechanisms and boundary conditions that shape this effect. This study examines how the embodiment of both outgroup and ingroup VR avatars in different orders influences attitudes and perceived closeness toward a co-ethnic immigrant outgroup in Singapore. It also investigates the role of empathy and social identity orientation (SIO) in this relationship. An experiment with four avatar embodiment conditions (ingroup-then-outgroup, outgroup-then-ingroup, ingroup-only, and outgroup-only) was carried out with 171 participants from a public university in Singapore. Results showed that embodying an outgroup avatar alone, compared to embodying an ingroup avatar alone, significantly improves both attitudes and closeness toward an immigrant outgroup. The order of embodiment matters to an extent, suggesting the greater effectiveness of outgroup-first over ingroup-first embodiment in reducing bias. Empathy mediates the effect of all three outgroup embodiment conditions on improved attitudes and closeness toward immigrants. It was also found that the stronger one’s SIO is, the more effective embodiment is in improving perceived closeness with the outgroup via empathy. Theoretical implications of these findings are discussed.
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Affiliation(s)
- Vivian Hsueh Hua Chen
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
| | - Gabrielle C Ibasco
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
| | - Vetra Jing Xuan Leow
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
| | - Juline Yun Yee Lew
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
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23
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Lin JHT, Wu DY, Yang JW. Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity. Front Psychol 2021; 12:693543. [PMID: 34690859 PMCID: PMC8531811 DOI: 10.3389/fpsyg.2021.693543] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Accepted: 09/17/2021] [Indexed: 11/30/2022] Open
Abstract
This study investigates the Proteus effect from the first-person perspective and during avatar embodiment in actual exercise. In addition to the immediate measurements of the Proteus effect, prolonged effects such as next-day perception and exercise-related outcomes are also explored. We theorized the Proteus effect as altered perceived self-concept and explored the association between virtual reality (VR) avatar manipulation and self-concept in the exercise context. While existing studies have mainly investigated the Proteus effect in a non-VR environment or after VR embodiment, we aim to contribute to the literature by addressing this concern to explore how the Proteus effect works in actual VR exercise. Through a 2 (avatar body shape: with a six pack vs. normal) × 2 (sex: male vs. female) between-subject experiment, the results partially support the Proteus effect. Regarding actual physical activity, embodying an avatar with a six pack during exercise creates fewer body movements. No significant effect was found for perceived exertion. We also explored the role of sex as a potential moderator in the association of the Proteus effect on exercise outcomes. The Proteus effect was supported by immediate and next-day self-efficacy for core-muscle exercise only among female participants. The between-subject design allowed us to probe how avatar manipulation of muscular body shape with a six pack as opposed to normal body shape influences participants’ self-concept and exercise outcomes, as limited VR studies have employed within-subject comparisons. This also contributes to the literature by providing an upward comparison (e.g., muscular with a six pack vs. normal) as opposed to the previous downward comparison regarding body fitness (e.g., normal vs. obese). The overall results supported the Proteus effect in the context of core-muscle exercise when comparing normal and ideal body shape avatars. However, the Proteus effect as an altered self-concept and its effects on self-efficacy for exercise were supported among females but not males. Whereas the female participants who embodied avatars with a six pack associated themselves more with the muscular concept than other people, the male participants who embodied avatars with a six pack perceived themselves as more normal than others. Theoretical and practical implications are discussed.
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Affiliation(s)
- Jih-Hsuan Tammy Lin
- Department of Advertising, College of Communication, National Chengchi University, Taipei City, Taiwan.,Taiwan Institute for Governance and Communication Research, Taipei City, Taiwan
| | - Dai-Yun Wu
- Department of Communication and Technology, National Yang Ming Chiao Tung University, Zhubei, Taiwan
| | - Ji-Wei Yang
- Department of Advertising, College of Communication, National Chengchi University, Taipei City, Taiwan
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24
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Harjunen VJ, Sjö P, Ahmed I, Saarinen A, Farmer H, Salminen M, Järvelä S, Ruonala A, Jacucci G, Ravaja N. Increasing Self-Other Similarity Modulates Ethnic Bias in Sensorimotor Resonance to Others' Pain. Soc Cogn Affect Neurosci 2021; 17:673-682. [PMID: 34669949 PMCID: PMC9250302 DOI: 10.1093/scan/nsab113] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Revised: 10/01/2021] [Accepted: 10/20/2021] [Indexed: 11/15/2022] Open
Abstract
The tendency to simulate the pain of others within our own sensorimotor systems is a vital component of empathy. However, this sensorimotor resonance is modulated by a multitude of social factors including similarity in bodily appearance, e.g. skin colour. The current study investigated whether increasing self-other similarity via virtual transfer to another colour body reduced ingroup bias in sensorimotor resonance. A sample of 58 white participants was momentarily transferred to either a black or a white body using virtual reality technology. We then employed electroencephalography (EEG) to examine event-related desynchronization (ERD) in the sensorimotor beta (13-23 Hz) oscillations while they viewed black, white, and violet photorealistic virtual agents being touched with a noxious or soft object. While the noxious treatment of a violet agent did not increase beta ERD, amplified beta ERD in response to black agent's noxious vs. soft treatment was found in perceivers transferred to black body. Transfer to the white body dismissed the effect. Further exploratory analysis implied that the pain-related beta ERD occurred only when the agent and the participant were of the same colour. The results suggest that even short-lasting changes in bodily resemblance can modulate sensorimotor resonance to others' perceived pain.
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Affiliation(s)
- Ville Johannes Harjunen
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
| | - Petja Sjö
- Finnish Institute for Health and Welfare, Helsinki, Finland
| | - Imtiaj Ahmed
- Department of Computer Science, University of Helsinki, Helsinki, Finland
| | - Aino Saarinen
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
| | - Harry Farmer
- School of Human Sciences, University of Greenwich, London, United Kingdom.,Institute of Cognitive Neuroscience, University College London, London, United Kingdom
| | - Mikko Salminen
- Gamification Group, Faculty of Information Technology and Communications, Tampere University, Tampere, Finland
| | - Simo Järvelä
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland.,Gamification Group, Faculty of Information Technology and Communications, Tampere University, Tampere, Finland
| | - Antti Ruonala
- Department of Computer Science, University of Helsinki, Helsinki, Finland
| | - Giulio Jacucci
- Department of Computer Science, University of Helsinki, Helsinki, Finland
| | - Niklas Ravaja
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
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25
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Lara F, Rueda J. Virtual Reality Not for "Being Someone" but for "Being in Someone Else's Shoes": Avoiding Misconceptions in Empathy Enhancement. Front Psychol 2021; 12:741516. [PMID: 34504468 PMCID: PMC8421598 DOI: 10.3389/fpsyg.2021.741516] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/14/2021] [Accepted: 08/02/2021] [Indexed: 11/13/2022] Open
Affiliation(s)
- Francisco Lara
- Department of Philosophy, University of Granada, Granada, Spain
| | - Jon Rueda
- Department of Philosophy, University of Granada, Granada, Spain
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26
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Perspective-Taking in Virtual Reality and Reduction of Biases against Minorities. MULTIMODAL TECHNOLOGIES AND INTERACTION 2021. [DOI: 10.3390/mti5080042] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/30/2022] Open
Abstract
This study examines the effect of perspective-taking via embodiment in virtual reality (VR) in improving biases against minorities. It tests theoretical arguments about the affective and cognitive routes underlying perspective-taking and examines the moderating role of self-presence in VR through experiments. In Study 1, participants embodied an ethnic minority avatar and experienced workplace microaggression from a first-person perspective in VR. They were randomly assigned to affective (focus on emotions) vs. cognitive (focus on thoughts) perspective-taking conditions. Results showed that ingroup bias improved comparably across both conditions and that this effect was driven by more negative perceptions of the majority instead of more positive perceptions of minorities. In Study 2, participants experienced the same VR scenario from the third-person perspective. Results replicated those from Study 1 and extended them by showing that the effect of condition on ingroup bias was moderated by self-presence. At high self-presence, participants in the affective condition reported higher ingroup bias than those in the cognitive condition. The study showed that in VR, the embodiment of an ethnic minority is somewhat effective in improving perceptions towards minority groups. It is difficult to clearly distinguish between the effect of affective and cognitive routes underlying the process of perspective-taking.
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27
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Nagar I, Hoter E, Hasler BS. Intergroup Attitudes and Interpersonal Relationships in Online Contact between Groups in Conflict. JOURNAL OF GLOBAL INFORMATION TECHNOLOGY MANAGEMENT 2021. [DOI: 10.1080/1097198x.2021.1953318] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Affiliation(s)
- Ilan Nagar
- Hemdat Hadarom Academic College of Education, Netivot, Israel
| | - Elaine Hoter
- Talpiot Academic College of Education, Holon, Israel
| | - Béatrice S. Hasler
- Sammy Ofer School of Communications, Interdisciplinary Center (IDC) Herzliya, Herzliya, Israel
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28
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Illusion-enhanced Virtual Reality Exercise for Neck Pain: A Replicated Single Case Series. Clin J Pain 2021; 36:101-109. [PMID: 31714324 DOI: 10.1097/ajp.0000000000000780] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Abstract
OBJECTIVES Body illusions have shown promise in treating some chronic pain conditions. We hypothesized that neck exercises performed in virtual reality (VR) with visual feedback of rotation amplified would reduce persistent neck pain. METHODS In a multiple-baseline replicated single case series, 8 blinded individuals with persistent neck pain completed a 4-phase intervention (initial n=12, 4 dropouts): (1) "baseline"; (2) "VR" during which participants performed rotation exercises in VR with no manipulation of visual feedback; (3) "VR enhanced" during which identical exercises were performed but visual feedback overstated the range of motion being performed; (4) "follow-up." Primary outcomes were twice-daily measures of pain-free range of motion and pain intensity. During the baseline and follow-up phases, measures were taken but no intervention took place. RESULTS No differences in primary outcomes were found between VR and baseline, VR enhanced and VR, or VR enhanced and follow-up. DISCUSSION Our hypothesis, that neck exercises performed in VR with visual feedback of rotation amplified, would reduce persistent neck pain was not supported. Possible explanations and future directions are discussed.
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29
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Genschow O, Cracco E, Verbeke P, Westfal M, Crusius J. A direct test of the similarity assumption - Focusing on differences as compared with similarities decreases automatic imitation. Cognition 2021; 215:104824. [PMID: 34242855 DOI: 10.1016/j.cognition.2021.104824] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2020] [Revised: 06/23/2021] [Accepted: 06/24/2021] [Indexed: 12/30/2022]
Abstract
Individuals automatically imitate a wide range of different behaviors. Previous research suggests that imitation as a social process depends on the similarity between interaction partners. However, some of the experiments supporting this notion could not be replicated and all of the supporting experiments manipulated not only similarity between actor and observer, but also other features. Thus, the existing evidence leaves open whether similarity as such moderates automatic imitation. To directly test the similarity account, in four experiments, we manipulated participants' focus on similarities or differences while holding the stimulus material constant. In Experiment 1, we presented participants with a hand and let them either focus on similarities, differences, or neutral aspects between their own hand and the other person's hand. The results indicate that focusing on similarities increased perceived similarity between the own and the other person's hand. In Experiments 2 to 4, we tested the hypothesis that focusing on similarities, as compared with differences, increases automatic imitation. Experiment 2 tested the basic effect and found support for our prediction. Experiment 3 and 4 replicated this finding with higher-powered samples. Exploratory investigations further suggest that it is a focus on differences that decreases automatic imitation, and not a focus on similarities that increases automatic imitation. Theoretical implications and future directions are discussed.
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30
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Increasing self-other bodily overlap increases sensorimotor resonance to others' pain. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2021; 20:19-33. [PMID: 31190136 PMCID: PMC7012796 DOI: 10.3758/s13415-019-00724-0] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
Empathy for another person’s pain and feeling pain oneself seem to be accompanied by similar or shared neural responses. Such shared responses could be achieved by mapping the bodily states of others onto our own bodily representations. We investigated whether sensorimotor neural responses to the pain of others are increased when experimentally reducing perceived bodily distinction between the self and the other. Healthy adult participants watched video clips of the hands of ethnic ingroup or outgroup members being painfully penetrated by a needle syringe or touched by a cotton swab. Manipulating the video presentation to create a visuospatial overlap between the observer’s and the target’s hand increased the perceived bodily self-attribution of the target’s hand. For both ingroup and outgroup targets, this resulted in increased neural responses to the painful injections (compared with nonpainful contacts), as indexed by desynchronizations of central mu and beta scalp rhythms recorded using electroencephalography. Furthermore, these empathy-related neural activations were stronger in participants who reported stronger bodily self-attribution of the other person’s hand. Our findings provide further evidence that empathy for pain engages sensorimotor resonance mechanisms. They also indicate that reducing bodily self-other distinction may increase such resonance for ingroup as well as outgroup targets.
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31
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Mado M, Herrera F, Nowak K, Bailenson J. Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:839-845. [PMID: 34129372 DOI: 10.1089/cyber.2020.0802] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Abstract
Virtual reality perspective-taking (VRPT) experiences effectively increase both empathy and prosocial behaviors toward related social targets (e.g., cutting down a tree in virtual reality increases concern for the environment). This project tests the prediction that empathy is analogous to a muscle that increases with practice and can transfer to unrelated contexts instead of being a mental state that increases only for a specific context or target. This study examines the extent to which VRPT experiences can train empathic skills that are applied to unrelated social targets and contexts. Two thirds of the participants engaged in VRPT experiences either showing what it is like to become homeless or how ocean acidification affects the marine environment. A third of the participants were in the control condition and did not complete a VRPT task. Results replicate previous findings showing that VRPT tasks increase related context empathy and prosocial behaviors; however, the results on VRPTs effect on empathy and prosocial behaviors for unrelated contexts were mixed. The VRPT ocean acidification task was more effective at inducing empathy for the homeless, an unrelated social target, than the control condition, but the empathy-transfer effect did not occur from the homeless context to the ocean context. Replicating previous work, participants who experienced what it is like to become homeless signed a petition supporting the homeless at significantly higher rates than participants in the control condition. These findings show that transfer of empathy from one context to another is possible, but this transfer does not occur for all contexts.
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Affiliation(s)
- Marijn Mado
- Department of Communication, Stanford University, Stanford, California, USA
| | - Fernanda Herrera
- Department of Communication, Stanford University, Stanford, California, USA
| | - Kristine Nowak
- Department of Communication, University of Connecticut, Storrs, Connecticut, USA
| | - Jeremy Bailenson
- Department of Communication, Stanford University, Stanford, California, USA
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32
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Bernal G, Montgomery SM, Maes P. Brain-Computer Interfaces, Open-Source, and Democratizing the Future of Augmented Consciousness. FRONTIERS IN COMPUTER SCIENCE 2021. [DOI: 10.3389/fcomp.2021.661300] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Accessibility, adaptability, and transparency of Brain-Computer Interface (BCI) tools and the data they collect will likely impact how we collectively navigate a new digital age. This discussion reviews some of the diverse and transdisciplinary applications of BCI technology and draws speculative inferences about the ways in which BCI tools, combined with machine learning (ML) algorithms may shape the future. BCIs come with substantial ethical and risk considerations, and it is argued that open source principles may help us navigate complex dilemmas by encouraging experimentation and making developments public as we build safeguards into this new paradigm. Bringing open-source principles of adaptability and transparency to BCI tools can help democratize the technology, permitting more voices to contribute to the conversation of what a BCI-driven future should look like. Open-source BCI tools and access to raw data, in contrast to black-box algorithms and limited access to summary data, are critical facets enabling artists, DIYers, researchers and other domain experts to participate in the conversation about how to study and augment human consciousness. Looking forward to a future in which augmented and virtual reality become integral parts of daily life, BCIs will likely play an increasingly important role in creating closed-loop feedback for generative content. Brain-computer interfaces are uniquely situated to provide artificial intelligence (AI) algorithms the necessary data for determining the decoding and timing of content delivery. The extent to which these algorithms are open-source may be critical to examine them for integrity, implicit bias, and conflicts of interest.
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33
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Markowitz DM, Bailenson JN. Virtual reality and the psychology of climate change. Curr Opin Psychol 2021; 42:60-65. [PMID: 33930832 DOI: 10.1016/j.copsyc.2021.03.009] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2020] [Accepted: 03/23/2021] [Indexed: 11/18/2022]
Abstract
Researchers and practitioners have used virtual reality (VR) as a tool to understand attitudes and behaviors around climate change for decades. As VR has become more immersive, mainstream, and commercially available, it has also become a medium for education about climate issues, a way to indirectly expose users to novel stimuli, and a tool to tell stories about antienvironmental activity. This review explicates the relationship between VR and climate change from a psychological perspective and offers recommendations to make virtual experiences engaging, available, and impactful for users. Climate change is perhaps the most urgent global issue of our lifetime with irreversible consequences. It therefore requires innovative experiential approaches to teach its effects and modify attitudes in support of proenvironmental actions.
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Affiliation(s)
- David M Markowitz
- School of Journalism and Communication, University of Oregon, United States.
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34
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Banakou D, Beacco A, Neyret S, Blasco-Oliver M, Seinfeld S, Slater M. Virtual body ownership and its consequences for implicit racial bias are dependent on social context. ROYAL SOCIETY OPEN SCIENCE 2020; 7:201848. [PMID: 33489296 PMCID: PMC7813259 DOI: 10.1098/rsos.201848] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/20/2020] [Accepted: 11/16/2020] [Indexed: 06/12/2023]
Abstract
When people hold implicit biases against a group they typically engage in discriminatory behaviour against group members. In the context of the implicit racial bias of 'White' against 'Black' people, it has been shown several times that implicit bias is reduced after a short exposure of embodiment in a dark-skinned body in virtual reality. Embodiment usually leads to the illusion of ownership over the virtual body, irrespective of its skin colour. Previous studies have been carried out in virtual scenarios that are affectively neutral or positive. Here, we show that when the scenario is affectively negative the illusion of body ownership of White participants over a White body is lessened, and implicit bias is higher for White participants in a Black virtual body. The study was carried out with 92 White female participants, in a between-groups design with two factors: BodyType (their virtual body was White or Black) and a surrounding Crowd was Negative, Neutral or Positive towards the participant. We argue that negative affect prevents the formation of new positive associations with Black and distress leads to disownership of the virtual body. Although virtual reality is often thought of as an 'empathy machine' our results suggest caution, that this may not be universally the case.
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Affiliation(s)
- Domna Banakou
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | - Alejandro Beacco
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | - Solène Neyret
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | - Marta Blasco-Oliver
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
| | | | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, Universityof Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Passeig de la Vall d'Hebron 171, 08035 Barcelona, Spain
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35
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Rueda J, Lara F. Virtual Reality and Empathy Enhancement: Ethical Aspects. Front Robot AI 2020; 7:506984. [PMID: 33501297 PMCID: PMC7805945 DOI: 10.3389/frobt.2020.506984] [Citation(s) in RCA: 16] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Accepted: 10/07/2020] [Indexed: 01/09/2023] Open
Abstract
The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will approach the characterization of VR as an "empathy machine," showing why this medium has aroused so much interest and why, nevertheless, we do not believe it is the ideal way to enhance empathy. As an alternative, we will consider fostering empathy-related abilities through virtual embodiment in avatars. In the conclusion, however, we will examine some of the serious concerns related to the ethical relevance of empathy and will defend the philosophical case for a reason-guided empathy, also suggesting specific guidelines for possible future developments of empathy enhancement projects through VR embodied experiences.
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Affiliation(s)
- Jon Rueda
- FiloLab Scientific Unit of Excellence, Department of Philosophy, University of Granada, Granada, Spain
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Patané I, Lelgouarch A, Banakou D, Verdelet G, Desoche C, Koun E, Salemme R, Slater M, Farnè A. Exploring the Effect of Cooperation in Reducing Implicit Racial Bias and Its Relationship With Dispositional Empathy and Political Attitudes. Front Psychol 2020; 11:510787. [PMID: 33192759 PMCID: PMC7655932 DOI: 10.3389/fpsyg.2020.510787] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2019] [Accepted: 08/13/2020] [Indexed: 12/25/2022] Open
Abstract
Previous research using immersive virtual reality (VR) has shown that after a short period of embodiment by White people in a Black virtual body, their implicit racial bias against Black people diminishes. Here we tested the effects of some socio-cognitive variables that could contribute to enhancing or reducing the implicit racial bias. The first aim of the study was to assess the beneficial effects of cooperation within a VR scenario, the second aim was to provide preliminary testing of the hypothesis that empathy and political attitudes could contribute to implicit bias about race, while the third aim was to explore the relationship between political attitudes and empathy. We had (Caucasian) participants embodied in a Black virtual body and engaged either in a cooperative (Coop group) or in a non-cooperative (Neutral group) activity with a confederate experimenter embodying another Black avatar. Before and after VR, we measured participants’ implicit racial bias by means of Implicit Association Test (IAT) and their perceived closeness toward the confederate experimenter. Before VR we also assessed participants’ political attitudes and empathy traits. Results revealed that, as compared to the Neutral group, the Coop group showed lower IAT scores after the social interaction. Interestingly, in the Neutral but not the Coop group the perceived closeness toward the confederate experimenter was associated with the initial racial bias: the more the participants reduced their distance, the more they reduced their IAT score. Moreover, reported traits of empathy and political attitudes significantly explained the variance observed in the initial implicit bias, with perspective-taking, empathic concern, and personal distress being significant predictors of the IAT scores. Finally, there was a relationship between political attitudes and empathy: the more participants considered themselves as left-wing voters, the higher their perspective-taking and empathic concern scores. We discuss these findings within the neuroscientific and social cognition field and encourage scholars from different domains to further explore whether and under which conditions a given manipulation for reducing racial bias could be efficiently transposed in VR.
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Affiliation(s)
- Ivan Patané
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France
| | - Anne Lelgouarch
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France
| | - Domna Banakou
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.,Institute of Neurosciences, University of Barcelona, Barcelona, Spain
| | - Gregoire Verdelet
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France
| | - Clement Desoche
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France
| | - Eric Koun
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France
| | - Romeo Salemme
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France
| | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.,Institute of Neurosciences, University of Barcelona, Barcelona, Spain
| | - Alessandro Farnè
- INSERM U1028, CNRS U5292, Integrative Multisensory Perception Action & Cognition Team (ImpAct), Lyon Neuroscience Research Center, Lyon, France.,Claude Bernard University of Lyon 1, Lyon, France.,Hospices Civils de Lyon, Mouvement et Handicap, Neuro-Immersion, Lyon, France.,Center for Mind/Brain Sciences, University of Trento, Trento, Italy
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Ventura S, Badenes-Ribera L, Herrero R, Cebolla A, Galiana L, Baños R. Virtual Reality as a Medium to Elicit Empathy: A Meta-Analysis. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 23:667-676. [DOI: 10.1089/cyber.2019.0681] [Citation(s) in RCA: 32] [Impact Index Per Article: 6.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Affiliation(s)
- Sara Ventura
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
| | - Laura Badenes-Ribera
- Department of Behavioral Sciences Methodology, Faculty of Psychology, University of Valencia, Valencia, Spain
| | - Rocio Herrero
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
- CIBER of Physiopathology of Obesity and Nutrition (CIBEROBN), Madrid, Spain
| | - Ausias Cebolla
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
- CIBER of Physiopathology of Obesity and Nutrition (CIBEROBN), Madrid, Spain
| | - Laura Galiana
- Department of Behavioral Sciences Methodology, Faculty of Psychology, University of Valencia, Valencia, Spain
| | - Rosa Baños
- Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Valencia, Spain
- CIBER of Physiopathology of Obesity and Nutrition (CIBEROBN), Madrid, Spain
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38
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Landau DH, Hasler BS, Friedman D. Virtual Embodiment Using 180° Stereoscopic Video. Front Psychol 2020; 11:1229. [PMID: 32733304 PMCID: PMC7358537 DOI: 10.3389/fpsyg.2020.01229] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/21/2019] [Accepted: 05/11/2020] [Indexed: 11/13/2022] Open
Abstract
One of the most exciting possibilities of virtual reality is inducing in participants the illusion of owning a virtual body. This has become an established methodological paradigm allowing the study of the psychological and neural correlates of various scenarios that are impossible in the real world, such as gender or age switching. Thus far, full-body ownership illusions have been implemented by using real-time body tracking and avatars based on computer-generated imagery (CGI). We propose an alternative technique to induce perceived ownership over a (photorealistic) virtual body using 180° stereoscopic video, synchronous touch, and narration. We describe the technical components of our novel technique and an example implementation as part of a science-art project that enables participants to experience virtual bodies of different ages, and present the results of an experimental evaluation study based on this experience. Consistent with previous virtual embodiment studies using CGI-based techniques, we found that participants accept a photorealistic virtual body as their own irrespective of its appearance as indicated by similar ratings of the strength of body ownership over a virtual body of a child versus an adult. We further show that our novel technique can alter participants' cognition in accordance with the characteristics of their virtual body. Specifically, young adult participants who were embodied in the virtual body of a child significantly overestimated the duration of the virtual reality experience compared to a control group who was embodied in a virtual body of their own age. This finding corresponds to chronological age differences in time estimations and extends previous research on virtual child embodiment. Overall, these findings provide initial evidence for the potential of our novel technique to create photorealistic embodiment experiences with comparable psychological effects as have been found using CGI-based techniques while reducing the costs and technical complexity in the production and application of virtual body ownership illusions.
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Affiliation(s)
- Daniel H. Landau
- Sammy Ofer School of Communications, Interdisciplinary Center Herzliya, Herzliya, Israel
- Department of Media, School of Arts, Design and Architecture, Aalto University, Espoo, Finland
| | - Béatrice S. Hasler
- Sammy Ofer School of Communications, Interdisciplinary Center Herzliya, Herzliya, Israel
| | - Doron Friedman
- Sammy Ofer School of Communications, Interdisciplinary Center Herzliya, Herzliya, Israel
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39
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Christofi M, Michael-Grigoriou D, Kyrlitsias C. A Virtual Reality Simulation of Drug Users' Everyday Life: The Effect of Supported Sensorimotor Contingencies on Empathy. Front Psychol 2020; 11:1242. [PMID: 32581979 PMCID: PMC7289998 DOI: 10.3389/fpsyg.2020.01242] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/24/2019] [Accepted: 05/12/2020] [Indexed: 01/10/2023] Open
Abstract
Perspective taking techniques have been used to transport people into imaginary situations and the lives of others. Virtual Reality provides an immersive way to virtually experience the lives of stigmatized by society members. Through the support of sensorimotor contingencies, people can use natural movements to view and interact with the virtual world around them. In this study, we compared a perspective-taking immersive Virtual Reality system which supports a number of sensorimotor contingencies (SC group) with a perspective-taking desktop system of the same application but without support of any sensorimotor contingencies (NSC group), to investigate the effect of the supported sensorimotor contingencies in promoting empathy and positive attitudes toward drug users. Results demonstrate a strong correlation between closeness to the drug user and empathy in the SC group. In both groups there were a within group significant change in their reported attitudes before and after their exposure. Finally, participants in the SC condition reported significantly higher levels of Place Illusion (PI), body ownership, agency and plausibility of people. Further research is needed to investigate how sensorimotor contingencies can be exploited to the fullest to be used as an effective method to induce empathy and change attitudes toward stigmatized by society people.
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Affiliation(s)
- Maria Christofi
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
| | - Despina Michael-Grigoriou
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
| | - Christos Kyrlitsias
- GET Lab, Department of Multimedia and Graphic Arts, Cyprus University of Technology, Limassol, Cyprus
- Research Centre on Interactive Media Smart Systems and Emerging Technologies – RISE, Nicosia, Cyprus
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Kourtesis P, Collina S, Doumas LAA, MacPherson SE. Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis. Front Hum Neurosci 2019; 13:342. [PMID: 31632256 PMCID: PMC6783565 DOI: 10.3389/fnhum.2019.00342] [Citation(s) in RCA: 64] [Impact Index Per Article: 10.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/27/2019] [Accepted: 09/18/2019] [Indexed: 11/13/2022] Open
Abstract
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should be considered by the researchers. Subsequently, a meta-analysis of 44 neuroscientific or neuropsychological studies involving VR HMD systems was performed. The meta-analysis of the VR studies demonstrated that new generation HMDs induced significantly less VRISE and marginally fewer dropouts. Importantly, the commercial versions of the new generation HMDs with ergonomic interactions had zero incidents of adverse symptomatology and dropouts. HMDs equivalent to or greater than the commercial versions of contemporary HMDs accompanied with ergonomic interactions are suitable for implementation in cognitive neuroscience. In conclusion, researchers' technological competency, along with meticulous methods and reports pertinent to software, hardware, and VRISE, are paramount to ensure the health and safety standards and the reliability of neuroscientific results.
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Affiliation(s)
- Panagiotis Kourtesis
- Human Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.,Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.,Lab of Experimental Psychology, Suor Orsola Benincasa University of Naples, Naples, Italy.,Interdepartmental Centre for Planning and Research "Scienza Nuova", Suor Orsola Benincasa University of Naples, Naples, Italy
| | - Simona Collina
- Lab of Experimental Psychology, Suor Orsola Benincasa University of Naples, Naples, Italy.,Interdepartmental Centre for Planning and Research "Scienza Nuova", Suor Orsola Benincasa University of Naples, Naples, Italy
| | - Leonidas A A Doumas
- Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom
| | - Sarah E MacPherson
- Human Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.,Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom
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41
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Hasson Y, Schori-Eyal N, Landau D, Hasler BS, Levy J, Friedman D, Halperin E. The enemy's gaze: Immersive virtual environments enhance peace promoting attitudes and emotions in violent intergroup conflicts. PLoS One 2019; 14:e0222342. [PMID: 31509584 PMCID: PMC6738917 DOI: 10.1371/journal.pone.0222342] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/23/2019] [Accepted: 08/27/2019] [Indexed: 01/10/2023] Open
Abstract
Perspective-taking is essential for improving intergroup relations. However, it is difficult to implement, especially in violent conflicts. Given that immersive virtual reality (VR) can simulate various points of view (POV), we examined whether it can lead to beneficial outcomes by promoting outgroup perspective-taking, even in armed conflicts. In two studies, Jewish-Israelis watched a 360° VR scene depicting an Israeli-Palestinian confrontation from different POVs–outgroup’s, ingroup’s while imagining outgroup perspective or ingroup’s without imagined perspective-taking. Participants immersed in the outgroup’s POV, but not those who imagined the outgroup’s perspective, perceived the Palestinians more positively than those immersed in the ingroup’s POV. Moreover, participants in the outgroup’s POV perceived the Palestinian population in general more favorably and judged a real-life ingroup transgression more strictly than those in the ingroup’s POV, even five months after VR intervention. Results suggest that VR can promote conflict resolution by enabling effective perspective-taking.
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Affiliation(s)
- Yossi Hasson
- Psychology Department, The Hebrew University, Jerusalem, Israel
- School of Psychology, The Interdisciplinary Center, Herzliya, Israel
| | - Noa Schori-Eyal
- School of Psychology, The Interdisciplinary Center, Herzliya, Israel
| | - Daniel Landau
- School of Communications, The Interdisciplinary Center, Herzliya, Israel
- Department of Media, School of Arts, Design and Architecture, Aalto University, Espoo, Finland
| | - Béatrice S Hasler
- School of Communications, The Interdisciplinary Center, Herzliya, Israel
| | - Jonathan Levy
- School of Psychology, The Interdisciplinary Center, Herzliya, Israel
| | - Doron Friedman
- School of Communications, The Interdisciplinary Center, Herzliya, Israel
| | - Eran Halperin
- Psychology Department, The Hebrew University, Jerusalem, Israel
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42
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An experimental study of a virtual reality counselling paradigm using embodied self-dialogue. Sci Rep 2019; 9:10903. [PMID: 31358846 PMCID: PMC6662659 DOI: 10.1038/s41598-019-46877-3] [Citation(s) in RCA: 34] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/09/2018] [Accepted: 07/03/2019] [Indexed: 11/08/2022] Open
Abstract
When faced with a personal problem people typically give better advice to others than to themselves. A previous study showed how it is possible to enact internal dialogue in virtual reality (VR) through participants alternately occupying two different virtual bodies - one representing themselves and the other Sigmund Freud. They could maintain a self-conversation by explaining their problem to the virtual Freud and then from the embodied perspective of Freud see and hear the explanation by their virtual doppelganger, and then give some advice. Alternating between the two bodies they could maintain a self-dialogue, as if between two different people. Here we show that the process of alternating between their own and the Freud body is important for successful psychological outcomes. An experiment was carried out with 58 people, 29 in the body swapping Self-Conversation condition and 29 in a condition where they only spoke to a Scripted Freud character. The results showed that the Self-Conversation method results in a greater perception of change and help compared to the Scripted. We compare this method with the distancing paradigm where participants imagine resolving a problem from a first or third person perspective. We consider the method as a possible strategy for self-counselling.
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43
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Johnson-Glenberg MC. The Necessary Nine: Design Principles for Embodied VR and Active Stem Education. SMART COMPUTING AND INTELLIGENCE 2019. [DOI: 10.1007/978-981-13-8265-9_5] [Citation(s) in RCA: 23] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
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44
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Bedder RL, Bush D, Banakou D, Peck T, Slater M, Burgess N. A mechanistic account of bodily resonance and implicit bias. Cognition 2018; 184:1-10. [PMID: 30553934 PMCID: PMC6346146 DOI: 10.1016/j.cognition.2018.11.010] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2018] [Revised: 11/20/2018] [Accepted: 11/21/2018] [Indexed: 12/24/2022]
Abstract
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.
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Affiliation(s)
- Rachel L Bedder
- UCL Institute of Cognitive Neuroscience, London, UK; Max Planck UCL Centre for Computational Psychiatry and Ageing Research, London, UK.
| | - Daniel Bush
- UCL Institute of Cognitive Neuroscience, London, UK; UCL Queen Square Institute of Neurology, London, UK.
| | - Domna Banakou
- University of Barcelona, Event Lab, Department of Clinical Psychology and Psychobiology, Barcelona, Spain
| | - Tabitha Peck
- Mathematics and Computer Science Department, Davidson, USA
| | - Mel Slater
- University of Barcelona, Event Lab, Department of Clinical Psychology and Psychobiology, Barcelona, Spain; UCL, Department of Computer Science, London, UK
| | - Neil Burgess
- UCL Institute of Cognitive Neuroscience, London, UK; UCL Queen Square Institute of Neurology, London, UK.
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45
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Barberia I, Oliva R, Bourdin P, Slater M. Virtual mortality and near-death experience after a prolonged exposure in a shared virtual reality may lead to positive life-attitude changes. PLoS One 2018; 13:e0203358. [PMID: 30395568 PMCID: PMC6218023 DOI: 10.1371/journal.pone.0203358] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2017] [Accepted: 08/20/2018] [Indexed: 12/01/2022] Open
Abstract
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study its impact on anyone who experiences it. Reports of phenomena associated with death such as out-of-the-body (OBE) and near death experiences (NDE) can only be studied post-hoc, since it is impossible to design a scientific study where an experimental group experiences death (and returns) and a control group does not. Yet NDEs seem to have a profound influence on the subsequent lives of people and are therefore worthy of study. Terror Management Theory, which argues that death anxiety contributes to in-group solidarity and hostility to out-groups, relies on studies that manipulate opinions and cannot be based on experiential evidence. Here we introduce a potential methodology that uses immersive virtual reality (VR) for the study of mortality and NDEs. Participants are embodied in alternate bodies in a beautiful island along with two companions. They explore the island and carry out tasks together. The mechanism of embodiment produces strong illusions of ownership over their life-sized virtual bodies. Over time each participant witnesses the death of the two companions and then her own death-which includes the reported features of an NDE (OBE, life review, the tunnel leading to white light) followed by a period of observation of the continuing activities in the virtual world on an external screen. Fifteen female participants experienced 6 sessions in the island, each starting as a child and gradually maturing, and eventually ageing and dying. Sixteen control subjects formed a waiting group. We introduce this as a methodology for the study of these issues, and present promising results, suggesting that those who experienced the island report life attitude changes, becoming more concerned with others and more interested in global rather than material issues compared to the control group. The results are based on a small sample size, and should be considered as indicative of the possibilities of this new methodology as a way forward for future studies in this field.
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Affiliation(s)
- Itxaso Barberia
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Ramon Oliva
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Pierre Bourdin
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
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46
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Kashi S, Levy-Tzedek S. Smooth leader or sharp follower? Playing the mirror game with a robot. Restor Neurol Neurosci 2018; 36:147-159. [PMID: 29036853 PMCID: PMC5870026 DOI: 10.3233/rnn-170756] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Background: The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. Objective: We set out to test people’s preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Methods: Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. Results: The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. Conclusion: The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions.
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Affiliation(s)
- Shir Kashi
- Department of Cognitive Sciences, Ben Gurion University of the Negev, Beer-Sheva, Israel.,Zlotowski Center for Neuroscience, Ben Gurion University of the Negev, Beer-Sheva, Israel
| | - Shelly Levy-Tzedek
- Recanati School for Community Health Professions, Department of Physical Therapy, Ben Gurion University of the Negev, Beer-Sheva, Israel.,Zlotowski Center for Neuroscience, Ben Gurion University of the Negev, Beer-Sheva, Israel
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47
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Steed A, Pan Y, Watson Z, Slater M. "We Wait"-The Impact of Character Responsiveness and Self Embodiment on Presence and Interest in an Immersive News Experience. Front Robot AI 2018; 5:112. [PMID: 33500991 PMCID: PMC7805673 DOI: 10.3389/frobt.2018.00112] [Citation(s) in RCA: 23] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2017] [Accepted: 09/06/2018] [Indexed: 12/05/2022] Open
Abstract
A virtual reality scenario called "We Wait" gives people an immersive experience of the plight of refugees waiting to be picked up by a boat on a shore in Turkey to be illegally taken to Europe, crossing a dangerous stretch of sea. This was based on BBC news reporting of the refugee situation, but deliberately depicted as an animation with cartoon-like characters representing the refugees. Of interest was the level of presence that might be experienced by participants and the extent to which the scenario might prompt participants to follow-up further information about the refugee crisis. By presence we refer to both Place Illusion, the illusion of being in the rendered space, and Plausibility, the illusion that the unfolding events were really happening. The follow-up was assessed by whether and when participants accessed a web page that contained further information about the refugee crisis after the experiment. Two factors were considered in a balanced between-groups design with 32 participants. The Responsiveness factor was either "None" or "Look at." In the first the virtual characters in the scenario never responded to actions of the participant, and in the second they would occasionally look at the participant after the participant looked at them. The second factor was Embodiment, which was either "No Body" or "Body." In the No Body condition participants had no virtual body, and in the Body condition they would see a virtual body spatially congruent with their own if they looked down toward themselves. The virtual body was animated by the head tracking move the upper body. The results showed that the major factor positively contributing to presence was Responsiveness ("Look at"), and that Embodiment ("Body") may have contributed but to a lesser extent. There were important differences between men and woman in the degree of follow-up, with men more likely to do so than women. The experiment shows that adding in some simple responses in an immersive journalism scenario, where the characters acknowledge the presence of the participant through gaze, can enhance the degree of presence felt by the participants.
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Affiliation(s)
- Anthony Steed
- Department of Computer Science, University College London, London, United Kingdom
| | - Ye Pan
- Department of Computer Science, University College London, London, United Kingdom
| | - Zillah Watson
- BBC Research & Development/BBC Virtual Reality Hub, London, United Kingdom
| | - Mel Slater
- Department of Computer Science, University College London, London, United Kingdom
- Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- Institució Catalana de Recerca i Estudis Avançats (ICREA), Barcelona, Spain
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Virtual reality perspective-taking increases cognitive empathy for specific others. PLoS One 2018; 13:e0202442. [PMID: 30161144 PMCID: PMC6116942 DOI: 10.1371/journal.pone.0202442] [Citation(s) in RCA: 37] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/27/2018] [Accepted: 08/02/2018] [Indexed: 01/10/2023] Open
Abstract
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase prosocial behavior toward others. We extend this research by exploring whether this effect of VRPT is driven by increased empathy and whether the effect extends to ostensibly real-stakes behavioral games. In a pre-registered laboratory experiment (N = 180), participants interacted with an ostensible partner (a student from the same university as them) on a series of real-stakes economic games after (a) taking the perspective of the partner in a virtual reality, “day-in-the-life” simulation, (b) taking the perspective of a different person in a “day-in-the-life” simulation, or (c) doing a neutral activity in a virtual environment. The VRPT experience successfully increased participants’ subsequent propensity to take the perspective of their partner (a facet of empathy), but only if the partner was the same person whose perspective participants assumed in the virtual reality simulation. Further, this effect of VRPT on perspective-taking was moderated by participants’ reported feeling of immersion in the virtual environment. However, we found no effects of VRPT experience on behavior in the economic games.
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Slater M, Navarro X, Valenzuela J, Oliva R, Beacco A, Thorn J, Watson Z. Virtually Being Lenin Enhances Presence and Engagement in a Scene From the Russian Revolution. Front Robot AI 2018; 5:91. [PMID: 33500970 PMCID: PMC7805740 DOI: 10.3389/frobt.2018.00091] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/24/2018] [Accepted: 07/19/2018] [Indexed: 11/23/2022] Open
Abstract
Virtual Reality (VR) has been widely applied to cultural heritage such as the reconstruction of ancient sites and artifacts. It has hardly been applied to the reprise of specific important moments in history. On the other hand immersive journalism does attempt to recreate current events in VR, but such applications typically give the viewer a disembodied non-participatory role in the scene of interest. Here we show how VR was used to reconstruct a specific historical event, where a famous photograph was brought to life, showing Lenin, the leader of the 1917 October Russian Revolution, giving a speech to Red Army recruits in Moscow 1920. We carried out a between groups experimental study with three conditions: Embodied-where the participant was first embodied as Lenin and then later in the audience watching Lenin; Included-where the participant was not embodied as Lenin but was embodied as part of the audience; and Observing-where the participant mainly viewed the scene from a disembodied third person point of view. Twenty participants were assigned to each of the three conditions in a between-groups design. We found that the level of presence was greatest in the Embodied and Included conditions, and that participants were least likely to later follow up information about the Russian Revolution in the Observing condition. Our conclusion is that if the VR setup allows for a period of embodiment as a character in the scenario then this should be employed in order to maximize the chance of participant presence and engagement with the story.
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Affiliation(s)
- Mel Slater
- Department of Computer Science, University College London, London, United Kingdom
- Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Xavi Navarro
- Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | | | | | | | - Jacob Thorn
- Department of Computer Science, University College London, London, United Kingdom
| | - Zillah Watson
- BBC Research and Development/BBC VR Hub, London, United Kingdom
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Johnson-Glenberg MC. Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls. Front Robot AI 2018; 5:81. [PMID: 33500960 PMCID: PMC7805662 DOI: 10.3389/frobt.2018.00081] [Citation(s) in RCA: 36] [Impact Index Per Article: 5.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2018] [Accepted: 06/14/2018] [Indexed: 11/13/2022] Open
Abstract
This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned. Several examples of gesture-rich lessons are presented. The final section includes an extensive set of design principles for immersive VR in education, and finishes with the Necessary Nine which are hypothesized to optimize the pedagogy within a lesson.
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