Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback

Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback
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利用社交 VR 和生物反馈唤起生理同步性和同理心

DOI:
10.1109/taffc.2019.2958657
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发表时间:
2019
影响因子:
11.2
通讯作者:
N. Ravaja
N. Ravaja
中科院分区:
计算机科学2区
文献类型:
--
作者:
M. Salminen;Simo Järvelä;Antti Ruonala;V. Harjunen;Juho Hamari;Giulio Jacucci;N. Ravaja

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随着消费级虚拟现实(VR)头戴式耳机和生理测量设备的出现,介导社交互动的新可能性出现,使得能够沉浸到视觉特征对用户的生理激活做出反应的环境中。在这项研究中,我们调查了在社交VR环境中进行的同情冥想练习中,个人和人际共享的生物反馈(可视化的呼吸率和脑电图的额叶不对称性)是否以及如何增强用户的生理活动和感知的同理心之间的同步性。该研究作为实验室实验$<inline-formula><tex-math notation="LaTeX">(\text{N} = 72)$</tex-math><alternatives><mml:math><mml:mrow><mml:mo>(</mml:mo><mml:mtext>N</mml:mtext><mml:mo>=</mml:mo><mml:mn>72</mml:mn><mml:mo>)</mml:mo></mml:mrow></mml:math><inline-graphic xlink:href="salminen-ieq1-2958657.gif"/></alternatives></inline-formula>进行,采用基于Unity3D的Dynecom沉浸式社交冥想环境和两个放大器来收集用于生物反馈的心理生理信号。移情相关的脑电额叶不对称的生物反馈引起更高的自我报告的移情对其他用户比呼吸激活的生物反馈,但感知的移情是最高的,当两个反馈同时呈现。此外,当用户之间的EEG额叶不对称同步性更强时,参与者报告了更多的同理心。所呈现的结果告知情感计算领域的可能性,VR提供了不同的应用程序的移情技术。
With the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling the immersion to environments where the visual features react to the users’ physiological activation. In this study, we investigated whether and how individual and interpersonally shared biofeedback (visualised respiration rate and frontal asymmetry of electroencephalography, EEG) enhance synchrony between the users’ physiological activity and perceived empathy towards the other during a compassion meditation exercise carried out in a social VR setting. The study was conducted as a laboratory experiment <inline-formula><tex-math notation="LaTeX">$(\text{N} = 72)$</tex-math><alternatives><mml:math><mml:mrow><mml:mo>(</mml:mo><mml:mtext>N</mml:mtext><mml:mo>=</mml:mo><mml:mn>72</mml:mn><mml:mo>)</mml:mo></mml:mrow></mml:math><inline-graphic xlink:href="salminen-ieq1-2958657.gif"/></alternatives></inline-formula> employing a Unity3D-based Dynecom immersive social meditation environment and two amplifiers to collect the psychophysiological signals for the biofeedback. The biofeedback on empathy-related EEG frontal asymmetry evoked higher self-reported empathy towards the other user than the biofeedback on respiratory activation, but the perceived empathy was highest when both feedbacks were simultaneously presented. In addition, the participants reported more empathy when there was stronger EEG frontal asymmetry synchronization between the users. The presented results inform the field of affective computing on the possibilities that VR offers for different applications of empathic technologies.
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