sl 2011-stu - empathy toward virtual humans depicting a ... · cybertherapy 19-22th, june 2011...
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Empathy toward virtual humans depicting a known or unknown person expressing pain
Johana Monthuy-Blanc1,3
Stéphane Bouchard2,3, François Bernier4, Éric Boivin3, Stéphanie Dumoulin2,3, Tanya Guitard2,3, Mylène Laforest2,3, Geneviève
Robillard2,3, Patrice Renaud2,3
1University of Quebec in Trois-Rivières2University of Quebec in Outaouais (UQO)
3Laboratory of Cyberpsychology4Defense Research and Development Canada
16th Annual CyberTherapy 2011 - 19-22th, June 2011
Rational: Can pain in an avatar elicit empathy?
Facial expression Emotion recognitionReactions
(Dyck et al. 2008; Rossen et al., 2008; Pan et al., 2008)
Facial expression of pain Reaction
(Alqudah et al., 2010; Hirsh, et al., 2009; Stutts et al., 2010)
Empathy ??
Rational: Can pain in an avatar elicit empathy?
Facial expression of pain
(Botvinick et al., 2005; Williams, 2002)
Reaction Empathy ??
Rational: Can pain in an avatar elicit empathy?
Rational: Pain can elicit empathy in avatar?
Interpretation and perception of pain
(Goubert et al., 2005; Bailenson et al., 2005)
Known or unknown avatar
Social presenceReaction Empathy ??
Two aims of study
To test the role of social presence in users’ empathy
toward avatar’s pain.
To test whether people feel more empathy and presence toward
the avatar of known or unknown person experiencing pain
Method42 adults (18 to 60 years old, 26 females and 16 males)
were monitored:
Galvanic Skin Response InterSense IS-900 VET
Method
42 adults (18 to 60 years old, 26 females and 16 males) completed:
Empathy toward the pain of the avatar:“I was empathic to the pain of the virtual person” “the pain of the virtual character was credible”(Based on Bailenson et al. 2005)
Social presence:A global measure of the concept used for the regressions.(Gerhard et al., 2001)
Social presence (two dimensions):Co-presence – acknowledging the presence of the other person as if it was a real person.Social dimensions – behavioral response to the avatar : likability and embarrassment of performing silly actions. (Bailenson et al., 2005)
Questionnaire
Method
Condition 1 (n = 22)Known Avatar First (KAF)
42 adults (18 to 60 years old, 26 females and 16 males)who were familiar with a known avatar (Stéphane Bouchard):
Condition 2 (n = 22)Unknown Avatar First (UAF)
Method42 adults (18 to 60 years old, 26 females and 16 males)
Experimental conditionsKnown / Unknown avatar
Control / learningCat
Psyché – CAVE-like system
Method
Control / learning
Idle Greetings Pain
42 adults (18 to 60 years old, 26 females and 16 males)
Idle Greetings Pain
Method
Video excerpt of the first 10 seconds of the 40 seconds pain animation
42 adults (18 to 60 years old, 26 females and 16 males)
Results
6
6.5
7
7.5
8
8.5
9
9.5
10
Imm 1 - Pre Imm 1 - Pain Imm 2 Pre Imm 2 Pain
KAFUAF
Galvanic Skin Response to the « acute » pain reaction(10 sec. pre vs 10 sec during)
Time effect during imm1F(1,40) = 7.26, p < .01
Time effect during imm2F(1,40) = 5.58, p < .05
ResultsMovements relative to the avatar:
(recording 12 second segments before and during the acute pain an)
F(1,40) = 8.87, p < .01] InterSense IS-900 VET
Immersion 1 Immersion 2Pre pain During
painPre pain During
painKAF .04 .10** .07 .08UAF .05 .09 .05 .07
ResultsImmersion 1
M (SD)Immersion 2
M (SD)EmpathyKAF 9.09 (3.66) 7.36 (4.03) UAF 9.6 (2.7) 10.7 (3.02) Co-presenceKAF 7.86 (5.31) 7.41 (5.51)UAF 11.10 (4.97) 13.65 (5.27)LikabilityKAF 20.36 (7.72) 11.64 (6.84)UAF 18.25 (6.32) 20.20 (7.50)Embarrassement
KAF 21.09 (11.03) 17.64 (10.86)UAF 19.35 (10.78) 17.35 (12.31)
Results
Repeated measures contrats
Control vs immersion 1
Immersion 1 vs immersion 2
Time Inter. Time Inter.Empathy N/A N/A N/A N/ASocial presence .02 .15 .51 15.11***Co-presence 8.15** 1.35 3.32 6.82**Likability 11.55** 1.33 6.53* 16.2***Embarrassement .01 .00 7.17* .57
Main effect
Time condition Inter.Empathy .92 3.66 18.59***Social presence .29 6.17* 3.32**Co-presence 11.07** 8.16** 5.43**Likability 7.93** .03 15.16***Embarrassement 1.98 .16 .13
Results
Empathytoward
know avatar
Social presence
F(3, 41) = 20.57, p < .001
Regression
Facial expression of pain Reaction => GSR=> Movements
(Alqudah et al., 2010; Hirsh, et al., 2009; Stutts et al., 2010)
Discussion
Discussion
Empathy +++
Realism of avatar
Known avatar
Social presence => co-presence=> likability
Any questions ?
Johana Monthuy-BlancEmail: [email protected]
Cyberpsychology Lab of UQOWebsite: http://w3.uqo.ca/cyberpsy/
Cybertherapy 19-22th, June 2011