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Arindam Dey, Thammathip Piumsomboon, Youngho Lee, Mark Billinghurst
Empathic Computing Laboratory
University of South Australia
Effects of Sharing Physiological States of
Players in a CollaborativeVirtual Reality
Gameplay
How to make VR collaborations empathetic
by 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 Cue
GamingExperience
between-subjects
within-subjects
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
Game
ZombieButterfly
Score
4 0
3 0
2 0
1 0
0
ZombieButterfly
Affect
NegativePositive
NoHR
HR
Condition
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?
Game
ZombieButterfly
RealizedEmotionalStateofthePlayer
3
2
1
NoHR
HR
Condition
Game
ZombieButterfly
AttentivenesstotheGameplay
3
2
1
0
NoHR
HR
Condition
Game
ZombieButterfly
ExperienceofCollaboration
4
3
2
1
0
NoHR
HR
Condition
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
ThankYou!
Arindam Dey
arindam.dey@unisa.edu.au
http://empathiccomputing.org
Fully funded PhD
positions
@
ECL, Australia

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Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality Gameplay

  • 1. Arindam Dey, Thammathip Piumsomboon, Youngho Lee, Mark Billinghurst Empathic Computing Laboratory University of South Australia Effects of Sharing Physiological States of Players in a CollaborativeVirtual Reality Gameplay
  • 2. How to make VR collaborations empathetic by measuring and sharing physiological cues? Motivation
  • 3. Background Felnhofer et al. 2015 Moser et al. 2013 Meehan et al. 2002 Jang et al. 2002 Tan et al. 2014
  • 4. 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
  • 5. • First to share real-time physiological feedback in a collaborative VR gaming environment • Players inhibited same body different viewpoint • Evaluation Contribution & Novelty
  • 7. Player and observer had: • Dependant location • Independent head orientation (less dizziness and higher presence) Experimental Setup
  • 9. 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
  • 10. 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
  • 11. Raw heart-rate • No significant difference (p=.4) • Slightly higher heart-rate in scary zombie game Results
  • 12. 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 Game ZombieButterfly Score 4 0 3 0 2 0 1 0 0 ZombieButterfly Affect NegativePositive NoHR HR Condition Results Mean (+- 1 SE)
  • 13. 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? Game ZombieButterfly RealizedEmotionalStateofthePlayer 3 2 1 NoHR HR Condition Game ZombieButterfly AttentivenesstotheGameplay 3 2 1 0 NoHR HR Condition Game ZombieButterfly ExperienceofCollaboration 4 3 2 1 0 NoHR HR Condition Q1 Q2 Q3 Results
  • 14. Relative head orientation • Significant effect of gaming experiences • Joyous game had more aligned head orientation than scary game Results
  • 15. 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
  • 16. • 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
  • 17. • 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