Upload
jennifer-wu
View
12
Download
0
Tags:
Embed Size (px)
Citation preview
How Do I Know What to Say? The Influence of Spatial Context on Verbal Behavior in Virtual
EnvironmentsJennifer Wua, Erica Mattinglyb
, & Philipp Kraemerb
aUniversity of Notre Dame and bUniversity of Kentucky
Virtual Reality Technology
What is it?
What is its value? Psychological Realism (Jarmon, 2009) Applications
Education Entertainment Social Interactions Business
Components of Virtual World Experiences
Avatars
Virtual Environments: Promote collaborative, decision-making
and social interaction (Sallnas, 2005) Presence: the key to virtual psychology
(Held & Durlach, 1992, Ijsselsteijn, de Ridder, Freeman, & Avons, 2000)
Spatial Cues in Virtual Environments increase physical and social presence (Horvath & Lombard, 2010)
Explained by Goel, Johnson, Junglas, & Ives (2013): Spatial Model of Interaction: environments provide interaction cues (Benford &
Fahlen, 1993) Awareness-Attention Theory: individuals become aware of the cues, give greater
attentive to interactions (Davenport & Beck, 2001)
Current Study Question: Does the amount (quality) of spatial cues influence verbal social
interactions in a virtual world?
Hypothesis: Spatial cues in environments provide social context and facilitate interaction as demonstrated through more collaborative dialogue
Procedure Participants
N = 34, 17 male and 17 female students at the University of Kentucky.
Design 2x2 mixed-factor design Within-subjects factor: virtual environment Between-subjects factor: gender
Second Life ( free for download at www.secondlife.com) Utilizes desktop interface with keyboard and mouse control
Procedure Avatar Selection
Pre-training
Interacted with confederate avatar for 10 minutes in each of two virtual locations in succession
Dependent Variable: Conversation logs
Confederate Avatars Participants interacted with confederate avatars who were always of the
opposite gender as the participant
Results Linguistic Inquiry and Word Count (LIWC) category scores (Pennebaker,
Booth, & Francis (2007)
Included gender as an Independent Variable
Measures: Word Count (indicator of verbosity) First Person Plural Pronouns, Assent, Inclusive and Exclusive categories (indicators
of collaboration)
Conducted 2x2 multivariate ANOVAs using a split-plot design
Word Count (WC) – total number of words expressed
Psych Lab Amusement Park0
20
40
60
80
100
120
140
160 151.18
54.59
99.71
51.57
Female Male
Tota
l Num
ber o
f Wor
ds
• Gender: F(1,29) = 6.97, p < .02 Environment:F(1,29) = 122.87, p < .01 Interaction:F(1,29) = 13.8, p < .01
First Person Plural Pronouns (FPP) – Ex: ‘we,’ ‘our,’ ‘us’
Environment:F(1,29)=12.22, p < .01
Psych Lab Amusement Park0
0.5
1
1.5
2
2.5
0.47
1.99
0.77
2.15
FemaleMale
M N
umbe
r of F
irst P
erso
n Pl
ural
s
Assent (ASSENT) – terms indicating agreement. Ex: ‘ok,’ ‘sure,’ ‘I agree’
Environment:F(1,29) = 9.72, p < .01
Psych Lab Amusement Park0
2
4
6
8
10
12
6.04
10.15
5.49
7.53
Female
Male
M N
umbe
r of R
efer
ence
s to
Asse
nt
Exclusive (EXCL) – terms related to division. Ex: ‘without’ ‘but’
Environment:F(1,29) = 5.29, p < .03
Psych Lab Amusement Park0
0.5
1
1.5
2
2.5
3
3.5
4
3.26
2.77
3.62
1.68FemaleMale
M N
umbe
r of E
xclu
sion
Refe
renc
es
Conclusions & Implications Increased verbosity in environments with few spatial cues.
Influenced some measures of collaboration and social connectivity. More spatial cues led to more FPP and ASSENT terms (although it had no effect on
INCL) More spatial cues decreased EXCL terms
Limited scope
Basis for future investigation of properties of virtual environments