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Trusting Strangers in Immersive Virtual Reality

Published: 05 March 2018 Publication History

Abstract

Social interactions in immersive virtual reality (IVR) benefit from more realistic designed avatars whilst head mounted displays (HMD) are simultaneously offering virtual reality experiences with improving levels of immersion and presence. The combination of these developments creates a need to understand how users remit trust towards avatars in IVR. We evaluated trust towards two categories of avatars (robot vs. human-like) in VR by conducting a lab study (N=2l) where participants had to play a trust game (TG) with each avatar. Our findings highlight that although the trust game revealed equal trust levels towards both categories of avatars, participants felt a significant sense of "togetherness" with the human-like avatar compared to the robot.

References

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Jeremy N Bailenson, Jim Blascovich, Andrew C Beall, and Jack M Loomis. 2003. Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin 29, 7 (2003), 819--833.
[2]
Joyce Berg, John Dickhaut, and Kevin McCabe. 1995. Trust, reciprocity, and social history. Games and economic behavior 10, 1 (1995), 122--142.
[3]
Ceenu George and Heinrich Hussmann. 2017. Going Beyond Human Communication Capabilities with IVR. In Proceedings of the CHI 2017 Workshop on Amplification and Augmentation of Human Perception, May 07, 2017, Denver, CO, USA. Copyright is held by the owner/author(s). (CHI '17). ACM, New York, NY, USA.
[4]
Peter A Hancock, Deborah R Billings, Kristin E Schaefer, Jessie YC Chen, Ewart J De Visser, and Raja Parasuraman. 2011. A meta-analysis of factors affecting trust in human-robot interaction. Human Factors 53, 5 (2011), 517--527.
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Michael Naef and Juergen Schupp. 2009. Measuring trust: Experiments and surveys in contrast and combination. (2009).
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Julian B. Rotter. A new scale for the measurement of interpersonal trust. Journal of Personality 35, 4 (????).
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Anthony Steed and Ralph Schroeder. 2015. Collaboration in Immersive and Non-immersive Virtual Environments. In Immersed in Media. Springer, 263--282.
[8]
Amanda M Surprenant. 2012. Measuring Trust In Virtual Worlds: Avatar-mediated Self-disclosure. (2012).

Cited By

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  • (2024)A Meta-Analysis of Vulnerability and Trust in Human–Robot InteractionACM Transactions on Human-Robot Interaction10.1145/365889713:3(1-25)Online publication date: 29-Apr-2024
  • (2023)Work vs. Leisure – Differences in Avatar Characteristics Depending on Social SituationsProceedings of the 16th International Symposium on Visual Information Communication and Interaction10.1145/3615522.3615537(1-9)Online publication date: 22-Sep-2023
  • (2023)My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110577:CHI PLAY(976-1001)Online publication date: 4-Oct-2023
  • Show More Cited By

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  1. Trusting Strangers in Immersive Virtual Reality

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    cover image ACM Conferences
    IUI '18 Companion: Companion Proceedings of the 23rd International Conference on Intelligent User Interfaces
    March 2018
    141 pages
    ISBN:9781450355711
    DOI:10.1145/3180308
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 05 March 2018

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    Author Tags

    1. Avatar
    2. HRI
    3. Trust
    4. VR

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    IUI '18 Companion Paper Acceptance Rate 63 of 127 submissions, 50%;
    Overall Acceptance Rate 746 of 2,811 submissions, 27%

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    Cited By

    View all
    • (2024)A Meta-Analysis of Vulnerability and Trust in Human–Robot InteractionACM Transactions on Human-Robot Interaction10.1145/365889713:3(1-25)Online publication date: 29-Apr-2024
    • (2023)Work vs. Leisure – Differences in Avatar Characteristics Depending on Social SituationsProceedings of the 16th International Symposium on Visual Information Communication and Interaction10.1145/3615522.3615537(1-9)Online publication date: 22-Sep-2023
    • (2023)My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110577:CHI PLAY(976-1001)Online publication date: 4-Oct-2023
    • (2023)Do We Trust Embodied Agents who Look Like us?2023 International Conference on Intelligent Metaverse Technologies & Applications (iMETA)10.1109/iMETA59369.2023.10294444(01-07)Online publication date: 18-Sep-2023
    • (2023)An Exploratory Study on Virtual Reality and in-Person Effects on Loneliness2023 IEEE International Symposium on Technology and Society (ISTAS)10.1109/ISTAS57930.2023.10305873(1-6)Online publication date: 13-Sep-2023
    • (2023)Emotional Contagion in Collaborative Virtual Reality Learning Experiences: An eSports ApproachEducation and Information Technologies10.1007/s10639-023-11769-728:11(15317-15363)Online publication date: 27-Apr-2023
    • (2022)Nonverbal Communication in Immersive Virtual Reality through the Lens of Presence: A Critical ReviewPRESENCE: Virtual and Augmented Reality10.1162/pres_a_0038731(147-187)Online publication date: 1-Dec-2022
    • (2022)Traces in Virtual Environments: A Framework and Exploration to Conceptualize the Design of Social Virtual EnvironmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.320309228:11(3874-3884)Online publication date: Nov-2022
    • (2022)The effect of avatar facial expressions on trust building in social virtual realityThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-022-02700-139:11(5869-5882)Online publication date: 20-Oct-2022
    • (2021)The Impact of Self-Representation and Consistency in Collaborative Virtual EnvironmentsFrontiers in Virtual Reality10.3389/frvir.2021.6486012Online publication date: 28-May-2021
    • Show More Cited By

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