effects of sharing physiological states of players in a collaborative virtual reality gameplay
TRANSCRIPT
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
How to make VR collaborations empatheticby measuring and sharing physiological cues?
Motivation
Background
Felnhofer et al. 2015 Moser et al. 2013
Meehan et al. 2002
Jang et al. 2002
Tan et al. 2014
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
• First to share real-time physiological feedback in a collaborative VR gaming environment
• Players inhibited same body different viewpoint
• Evaluation
Contribution & Novelty
No Yes
Joyous
Scary
Physiological CueG
amin
g Ex
peri
ence
between-subjectsw
ithin
-sub
jects
Experimental Design
Player and observer had:• Dependant location• Independent head orientation (less dizziness and higher presence)
Experimental Setup
https://www.youtube.com/watch?v=SaiHxps-Ofw
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
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
Raw heart-rate
• No significant difference (p=.4)
• Slightly higher heart-rate in scary zombie game
Results
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)
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
Relative head orientation
• Significant effect of gaming experiences• Joyous game had more aligned head orientation
than scary game
Results
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
• 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
• 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
Thank You!
Arindam [email protected]
http://empathiccomputing.org
Fully funded PhD positions
@ECL, Australia