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

*Corresponding author for this work

Research output: Chapter in Book / Report / Conference proceedingConference contributionAcademicpeer-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
EditorsAlonzo Addison, Lizbeth Goodman, Alonzo Addison
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1-6
Number of pages6
ISBN (Electronic)9781538644935
ISBN (Print)9781538644935
DOIs
Publication statusPublished - 24 Apr 2018
Externally publishedYes
Event23rd International Conference on Virtual Systems and Multimedia, VSMM 2017 - Dublin, Ireland
Duration: 31 Oct 20174 Nov 2017

Publication series

NameProceedings of the 2017 23rd International Conference on Virtual Systems and Multimedia, VSMM 2017
Volume2018-January

Conference

Conference23rd International Conference on Virtual Systems and Multimedia, VSMM 2017
CountryIreland
CityDublin
Period31/10/174/11/17

Keywords

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

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