effects of sharing physiological states of players in a collaborative virtual reality gameplay
TRANSCRIPT
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Arindam Dey, Thammathip Piumsomboon, Youngho Lee, Mark Billinghurst
Empathic Computing LaboratoryUniversity of South Australia
Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality
Gameplay
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How to make VR collaborations empatheticby measuring and sharing physiological cues?
Motivation
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Background
Felnhofer et al. 2015 Moser et al. 2013
Meehan et al. 2002
Jang et al. 2002
Tan et al. 2014
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Background
• VR can trigger emotional response
• Heart-rate can be an indicator of emotional response
• Sharing physiological feedback increases positive affect
• Mostly single user experiences
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• First to share real-time physiological feedback in a collaborative VR gaming environment
• Players inhibited same body different viewpoint
• Evaluation
Contribution & Novelty
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No Yes
Joyous
Scary
Physiological CueG
amin
g Ex
peri
ence
between-subjectsw
ithin
-sub
jects
Experimental Design
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Player and observer had:• Dependant location• Independent head orientation (less dizziness and higher presence)
Experimental Setup
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https://www.youtube.com/watch?v=SaiHxps-Ofw
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Data Collected• Subjective
• Positive and negative affect schedule (PANAS)• Subjective Questionnaire (four point Likert-scale)
• Objective • Raw heart-rate• Relative head orientation
Participants
• 26 (13 in each group)
• 7 female
• Age: m=30.5, sd=5.2
Experimental Details
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When heart rate feedback is shown:
H1. Observers will feel more connected to the active player
H2. Generate more positive affect
H3. More interaction between collaborators
Scary Zombie game:
H4. Will trigger more subjective understanding of emotions
Hypotheses
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Raw heart-rate
• No significant difference (p=.4)
• Slightly higher heart-rate in scary zombie game
Results
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Positive and negative affect schedule (PANAS)
• Significant effect of gaming experience (p=.01)
• Scary zombie game had more positive and negative affects
• No significant (p=.15) effect of heart-rate visualization
GameZombieButterfly
Score
4 0
3 0
2 0
1 0
0ZombieButterfly
Affect
NegativePositive
NoHRHR
Condit ion
Page 1
Results
Mean (+- 1 SE)
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Subjective questionnaire
Q1. How much did you understood the emotional state of the player? (scary>>joyous, p<.001)
Q2. How much attentive were you to the gameplay? (scary>>joyous, p<.001)
Q3. How much did you enjoy the collaboration?
GameZombieButterfly
Rea
lized
Em
otio
nal S
tate
of t
he P
laye
r
3
2
1
NoHRHR
Condit ion
Page 1
GameZombieButterfly
Atte
ntiv
enes
s to
the
Gam
epla
y
3
2
1
0
NoHRHR
Condit ion
Page 1
GameZombieButterfly
Exp
erie
nce
of C
olla
bora
tion
4
3
2
1
0
NoHRHR
Condit ion
Page 1
Q1 Q2 Q3
Results
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Relative head orientation
• Significant effect of gaming experiences• Joyous game had more aligned head orientation
than scary game
Results
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Limitations
• Low number of participants in each group
• Heart-rate recordings devices less accurate than medical grade devices
• Only heart-rate was recorded
• Only two of the experiences explored
• Only one hypothesis accepted: game had a significant effect on subjective understanding of emotions
• Heart-rate feedback showed promises to be effective
Discussion
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• Gaze direction feedback for both collaborators
• Voice communication
• Salient visualisation of emotional cues
• Interaction for observer
• Exploring other physiological cues
• Extend the study with more participants
Future Research
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• First to share real-time physiological feedback in a collaborative VR gaming environment
• Players inhibited same body different viewpoint
• Heart-rate showed promises to be effective
• Scary game created => higher positive and negative affects=> more subjective understanding and attention
Summary
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Thank You!
Arindam [email protected]
http://empathiccomputing.org
Fully funded PhD positions
@ECL, Australia