Human-Computer Interaction

Enhancing Social Buffering in VR: The Effect of Group Size


This project is already assigned.

Motivation

Anxiety disorders are the most common of all mental disorders, with an estimated 301 million people affected globally in 2019 [6]. A common way to treat anxiety disorders is with exposure therapy. In exposure therapy, patients are gradually exposed to the situations that trigger their anxiety, with the goal of reducing their fear response over time [11]. Virtual reality (VR) exposition therapy is becoming increasingly more popular, as it is more cost-effective, but not less efficient than traditional in-vivo therapy [3]. The so-called social buffering effect may facilitate exposition therapy by reducing the patients stress levels and anxiety [7]. Social buffering is a phenomenon in which individuals stress response to aversive stimuli can be mitigated by the mere presence of a conspecific or cues associated with it [7]. This was observed among various animals species like rodents [7], birds [7], fish [4], and was successfully replicated in humans [10]. It also has been successfully replicated in VR environments, demonstrating that virtual agents can elicit similar stress-mitigating effects as in real life [10]. By further understanding and researching the parameters which enhance the social buffering effect, exposition therapy could be optimized, to become more effective in reducing anxiety and stress.

One possible factor is the number of present conspecifics. Several animal studies investigated this topic. Experiments with rats showed that the effect of social buffering can be enhanced with more conspecifics [9]. Conversely, research involving zebrafish indicates that the social buffering effect remains consistent regardless of shoal size [4]. To our knowledge, there has not been any research, regarding humans.. Therefore the aim of this study is to investigate, if more conspecifics will enhance the effect of social buffering on humans in VR. To test this, this study will further build on the research done by @sb_in_vr_2021. Accordingly, our research question is whether the presence of more virtual conspecifics can significantly enhance the stress-mitigating effect on human participants.

Method

To investigate the influence of multiple virtual agents on social buffering, we will replicate and extend the procedure of [10]. Their virtual environment featured a small room where an agent and the participant sat back-to-back, with the agent facing a computer and the participant facing the opposite direction [10]. We will extend this scenario with more agents using Unreal Engine (4.24.3) and present it via the Meta Quest 3. Participants will be randomly assigned to one of two experimental conditions, featuring either two or three virtual agents. The experimental procedure consists of three blocks with 18 trials each. In each trial, participants will:

  1. View a cue on a virtual screen
  2. Experience a matching neutral or aversive sound (50% each)
  3. Rate their subjective emotional response

The participants will be together in a room with these agents, but not interact with them. Based on power analysis (medium effect size [2], $\alpha = 0.05$, 80% power), at least 44 participants will be required. To compensate for potential unusable measurements (due to the user’s skin conductance being unmeasurable), or other failures, we will recruit 60 participants (30 participants / group).

Our main measures include skin conductance responses (SCR) for autonomic fear responses and subjective ratings of their emotional state. The results will be compared to the single-agent condition in @sb_in_vr_2021. Additionally, we will collect several other measures: the Depression Short Scale [1] to exclude individuals at risk, the Positive and Negative Affect Schedule (PANAS) questionnaire [12] before and after the experiment to assess changes in emotions (ideally, the emotions will be more negative at the end as we aim to induce anxiety), the Simulator Sickness Questionnaire [8], the Networked Minds Measure of Social Presence (NMMSP) [5] measure to assess participants’ perception of the virtual agent’s presence, and the Uncanny Valley Index.

Milestones

References


Contact Persons at the University Würzburg

Philipp Krop (Primary Contact Person)
Human-Computer Interaction Group, University of Würzburg
philipp.krop@uni-wuerzburg.de

Prof. Grit Hein
Translational Social Neuroscience Unit, University Hospital Würzburg
Hein_G@ukw.de

Prof. Marc Erich Latoschik
Human-Computer Interaction Group, University of Würzburg
marc.latoschik@uni-wuerzburg.de

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