Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement

Brendan Rooney, Colun Burke, Katalin Balint, Tess O'leary, Thomas Parsons, Chi Tak Lee, Caroline Mantei

Research output: Chapter in Book / Report / Conference proceedingChapterAcademicpeer-review

Abstract

We manipulated the way in which viewers engaged with an interactive virtual reality, Coffee without Words. Participants sit over coffee in a virtual café, opposite the protagonist and wait for their bus to be repaired. Participants are instructed to engage with the experience as though it was real or as an artefact (to appraise its design). We also manipulated eye-gaze behaviour where half of the participants experience interactive and natural eye-contact with the character, while the other half experience no eye contact. We explore effects of manipulation on self-reported presence. Our findings demonstrate no significant effects of character's eye-gaze behaviour on participant's feelings of presence or their perception of time. However, we report here that eye-gaze behaviours associated with higher levels of social cognition towards the character.
Original languageEnglish
Title of host publicationProceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017
PublisherInstitute of Electrical and Electronics Engineers, Inc.
Pages1-6
Number of pages6
ISBN (Print)9781538644935
DOIs
Publication statusPublished - 24 Apr 2018

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social cognition
virtual reality
contact
experience
manipulation
artifact

Keywords

  • Character Engagement
  • Eye-Gaze
  • Narrativity
  • Presence
  • Social Cognition
  • Virtual Reality

Cite this

Rooney, B., Burke, C., Balint, K., O'leary, T., Parsons, T., Lee, C. T., & Mantei, C. (2018). Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement. In Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017 (pp. 1-6). Institute of Electrical and Electronics Engineers, Inc.. https://doi.org/10.1109/VSMM.2017.8346272
Rooney, Brendan ; Burke, Colun ; Balint, Katalin ; O'leary, Tess ; Parsons, Thomas ; Lee, Chi Tak ; Mantei, Caroline. / Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement. Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017. Institute of Electrical and Electronics Engineers, Inc., 2018. pp. 1-6
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Rooney, B, Burke, C, Balint, K, O'leary, T, Parsons, T, Lee, CT & Mantei, C 2018, Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement. in Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017. Institute of Electrical and Electronics Engineers, Inc., pp. 1-6. https://doi.org/10.1109/VSMM.2017.8346272

Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement. / Rooney, Brendan; Burke, Colun; Balint, Katalin; O'leary, Tess; Parsons, Thomas; Lee, Chi Tak; Mantei, Caroline.

Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017. Institute of Electrical and Electronics Engineers, Inc., 2018. p. 1-6.

Research output: Chapter in Book / Report / Conference proceedingChapterAcademicpeer-review

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Rooney B, Burke C, Balint K, O'leary T, Parsons T, Lee CT et al. Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement. In Proceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017. Institute of Electrical and Electronics Engineers, Inc. 2018. p. 1-6 https://doi.org/10.1109/VSMM.2017.8346272