Human-Computer Interaction

Evaluating Social Buffering in Augmented Reality Using a Virtual Dog


This project is already assigned.

Motivation and Potential

This work considers the aspect of social buffering, where the presence of a conspecific reduces stress has been extensively studied across various species, including humans [1]. Qi et al. (2020) demonstrated that even the mere presence of another person can alleviate physiological stress responses to aversive stimuli [2]. Building on this, Qi et al. (2021) found that a virtual agent in a VR environment could similarly reduce stress, especially among females with high social concern [3]. This study aims to replicate these findings within an augmented reality (AR) setting, specifically using a virtual dog. The integration of a virtual dog in AR is motivated by research indicating that interactions with dogs can significantly lower stress levels in humans [4]. AR offers distinct advantages here by enhancing realism, minimizing content creation efforts, and maintaining physical context, thereby potentially increasing the effectiveness of therapeutic interventions [5,6].

Research Question

This study examines the impact of a virtual dog in augmented reality (AR), presented through a headset, on female participants’ fear responses to aversive auditory stimuli, comparing its effects across three experimental conditions: the presence of a virtual dog, the presence of a virtual human, and the absence of any co-presence (control).

Research shows that dogs significantly reduce stress. Allen et al. (2002) found that dogs lower cardiovascular stress more effectively than humans [4]. Polheber and Matchock (2014) demonstrated that even without interaction, a dog’s presence reduces cortisol levels during stressful tasks [7]. Kertes et al. (2017) noted that dogs, more than other pets, mitigate stress due to strong emotional bonds with humans [8]. Norouzi et al. (2022) found that while participants favored virtual dogs for their non-judgmental nature, no significant physiological differences were observed, possibly due to the presence of a human experimenter. To address this, the current study will eliminate human presence to focus solely on the virtual dog’s impact. Additionally, a key criticism of Norouzi et al.’s study is the lack of physiological measurements, as self-reported data alone may not fully capture stress reduction effects. In response, this study will incorporate both physiological and self-reported measures to provide a more comprehensive analysis of stress reduction.

Hypotheses

  1. The presence of a virtual dog in augmented reality alleviates physiological stress responses to aversive auditory stimuli, as evidenced by reductions in skin conductance responses.
  2. A virtual dog reduces skin conductance responses equally as effectively as a virtual human.

Methodology

To ensure comparability with Qi et al. (2021), this study will replicate their methodology in the identical environment. Participants will be divided into three groups: one with a virtual dog present, one with a virtual human present, and one without any co-presence. Skin conductance responses (SCRs) will be recorded throughout the study, and participants will rate their emotional state after each stimulus. Following the experiment, participants will complete a questionnaire evaluating the virtual dog’s social presence, based on the Networked Minds Measure of Social Presence [10]. In addition, this study will include a range of psychometric assessments to account for individual differences in the participants’ responses to the virtual dog. Anxiety will be evaluated using the State-Trait Anxiety Inventory (STAI; Spielberger, 1983), providing insight into both the participants’ immediate and general levels of anxiety [11]. Emotional states will be assessed through the Positive and Negative Affect Schedule (PANAS; Watson, Clark, & Tellegen, 1988), which captures fluctuations in positive and negative emotions throughout the experiment [12]. To further examine how participants respond to anxiety-related symptoms, the Anxiety Sensitivity Index (ASI; Reiss et al., 1986) will be applied [13]. The Simulator Sickness Questionnaire (SSQ; Kennedy et al., 1993) will be used to determine the effects of the augmented reality environment on participants’ physical comfort and to assess potential symptoms of simulator sickness [14]. Given the use of a virtual agent, the study will also address potential discomfort related to the realism of the virtual dog by employing the Uncanny Valley Index (Mori, MacDorman, & Kageki, 2012) [15]. The Virtual Human Plausibility Scale (VHP; Mal et al, 2022) will be adapted to assess the believability of the virtual dog as a social presence within the augmented reality environment [16]. Furthermore, to control for pre-existing fear of dogs, the Dog Phobia Questionnaire (DPQ; Hong & Zinbarg, 1999) will be administered prior to the experiment, ensuring that any anxiety responses are not confounded by participants’ fear of dogs [17, 18]. The participant will also be asked to complete the Epidemiologic Studies Depression Scale (CES-D; Radloff, 1977) in its German translation, the Allgemeine Depressionsskala (ADS; Hautzinger, & Bailer, 1993) [19, 20]. This scale will be evaluated prior to proceeding with the study to identify and potentially exclude participants with preexisting symptoms of depression. To provide a comprehensive comparison, the same measurements will also be taken in a condition where a human agent is present instead of the virtual dog. This will allow for an evaluation of whether the stress-reducing effects of social buffering differ between virtual and human agents. Together, these measures will ensure a thorough evaluation of both the emotional and psychological factors that may influence the effectiveness of social buffering in this context.


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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