scholarly journals Drawing power of virtual crowds

2018 ◽  
Vol 15 (145) ◽  
pp. 20180335 ◽  
Author(s):  
Elham Mohammadi Jorjafki ◽  
Brad J. Sagarin ◽  
Sachit Butail

In 1969, social psychologist Milgram and his colleagues conducted an experiment on a busy city street where passers-by witnessed a set of actors spontaneously looking up towards a building. The experiment showed that the crowd's propensity to mimic the actor's gaze increased with the number of actors that looked up. This form of behavioural contagion is found in many social organisms and is central to how information travels through large groups. With the advancement of virtual reality and its continued application towards understanding human response to crowd behaviour, it remains to be verified if behavioural contagion occurs in walkable virtual environments, and how it compares with results from real-world experiments. In this study, we adapt Milgram's experiment for virtual environments and use it to reproduce behavioural contagion. Specifically, we construct a replica of an indoor location and combine two established pedestrian motion models to create an interactive crowd of 60 virtual characters that walk through the indoor location. The stimulus group comprised a subset of the characters who look up at a random time as the participants explore the virtual environment. Our results show that the probability of looking up by a participant is dependent on the size of the stimulus group saturating to near certainty when three or more characters look up. The role of stimulus size was also evident when participant actions were compared with survey responses which showed that more participants selected to not look up even though they saw characters redirect their gaze upwards when the size of the stimulus group was small. Participants also spent more time looking up and exhibited frequent head turns with a larger stimulus group. Results from this study provide evidence that behavioural contagion can be triggered in the virtual environment, and can be used to build and test complex hypotheses for understanding human behaviour in a variety of crowd scenarios.

1997 ◽  
Vol 6 (6) ◽  
pp. 603-616 ◽  
Author(s):  
Mel Slater ◽  
Sylvia Wilbur

This paper reviews the concepts of immersion and presence in virtual environments (VEs). We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomie responses and higher-level behaviors of a participant in a VE. The paper considers single and multiparticipant shared environments, and draws on the experience of ComputerSupported Cooperative Working (CSCW) research as a guide to understanding presence in shared environments. The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.


Author(s):  
Niels H. Bakker ◽  
Peter O. Passenier ◽  
Peter J. Werkhoven

The type of navigation interface in a virtual environment (VE)---head slaved or indirect---determines whether or not proprioceptive feedback stimuli are present during movement. In addition, teleports can be used, which do not provide continuous movement but, rather, discontinuously displace the viewpoint over large distances. A two-part experiment was performed. The first part investigated whether head-slaved navigation provides an advantage for spatial learning in a VE. The second part investigated the role of anticipation when using teleports. The results showed that head-slaved navigation has an advantage over indirect navigation for the acquisition of spatial knowledge in a VE. Anticipating the destination of the teleport prevented disorientation after the displacement to a great extent but not completely. The time that was needed for anticipation increased if the teleport involved a rotation of the viewing direction. This research shows the potential added value of using a head-slaved navigation interface---for example, when using VE for training purposes---and provides practical guidelines for the use of teleports in VE applications.


2001 ◽  
Vol 10 (4) ◽  
pp. 375-383 ◽  
Author(s):  
Peter McGeorge ◽  
Louise H. Phillips ◽  
John R. Crawford ◽  
Sharin E. Garden ◽  
Sergio Della Sala ◽  
...  

A study is reported into the role of virtual environments in the assessment of patients with executive dysfunction. Five patients and five matched controls entered the study. The patients did not differ significantly from normative values on the standard executive dysfunction measure, the Behavioural Assessment of the Dysexecutive Syndrome battery (Wilson, Alderman, Burgess, Emslie, & Evans, 1996); however, care staff reported the patients had problems planning. Patients and controls undertook both real and virtual environment multiple-errand planning tasks. The patients completed significantly fewer errands, and produced significantly worse plans than did controls in both the real and virtual environments. There was a significant correlation between performance in the real and virtual environments. The results suggest that virtual environments may provide a valid means of assessing planning impairments and that there may be patients with executive dysfunction (specifically planning deficits) that may not be detected by the currently available standardized tests.


2000 ◽  
Vol 9 (2) ◽  
pp. 214-217 ◽  
Author(s):  
Nat Durlach ◽  
Mel Slater

This Forum article discusses the relationships among people, their avatars, and their virtual environment workstations in a shared virtual environment. It introduces the notion of togetherness, the sense of people being together in a shared space, which is the counterpart for shared VEs to the presence of an individual in a VE. The role of tactual communication is emphasized as being fundamental to togetherness.


2021 ◽  
Vol 11 (5) ◽  
pp. 57
Author(s):  
Valentina Cesari ◽  
Benedetta Galgani ◽  
Angelo Gemignani ◽  
Danilo Menicucci

Online-learning is a feasible alternative to in-person attendance during COVID-19 pandemic. In this period, information technologies have allowed sharing experiences, but have also highlighted some limitations compared to traditional learning. Learning is strongly supported by some qualities of consciousness such as flow (intended as the optimal state of absorption and engagement activity) and sense of presence (feeling of exerting control, interacting with and getting immersed into real/virtual environments), behavioral, emotional, and cognitive engagement, together with the need for social interaction. During online learning, feelings of disconnection, social isolation, distractions, boredom, and lack of control exert a detrimental effect on the ability to reach the state of flow, the feeling of presence, the feeling of social involvement. Since online environments could prevent the rising of these learning–supporting variables, this article aims at describing the role of flow, presence, engagement, and social interactions during online sessions and at characterizing multisensory stimulations as a driver to cope with these issues. We argue that the use of augmented, mixed, or virtual reality can support the above-mentioned domains, and thus counteract the detrimental effects of physical distance. Such support could be further increased by enhancing multisensory stimulation modalities within augmented and virtual environments.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Andreza Aruska de Souza Santos ◽  
Darlan da Silva Candido ◽  
William Marciel de Souza ◽  
Lewis Buss ◽  
Sabrina L. Li ◽  
...  

AbstractBrazil has one of the fastest-growing COVID-19 epidemics worldwide. Non-pharmaceutical interventions (NPIs) have been adopted at the municipal level with asynchronous actions taken across 5,568 municipalities and the Federal District. This paper systematises the fragmented information on NPIs reporting on a novel dataset with survey responses from 4,027 mayors, covering 72.3% of all municipalities in the country. This dataset responds to the urgency to track and share findings on fragmented policies during the COVID-19 pandemic. Quantifying NPIs can help to assess the role of interventions in reducing transmission. We offer spatial and temporal details for a range of measures aimed at implementing social distancing and the dates when these measures were relaxed by local governments.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


2021 ◽  
Vol 22 (14) ◽  
pp. 7429
Author(s):  
Matthew Martin ◽  
Mengyao Sun ◽  
Aishat Motolani ◽  
Tao Lu

Over the last several decades, colorectal cancer (CRC) has been one of the most prevalent cancers. While significant progress has been made in both diagnostic screening and therapeutic approaches, a large knowledge gap still remains regarding the early identification and treatment of CRC. Specifically, identification of CRC biomarkers that can help with the creation of targeted therapies as well as increasing the ability for clinicians to predict the biological response of a patient to therapeutics, is of particular importance. This review provides an overview of CRC and its progression stages, as well as the basic types of CRC biomarkers. We then lay out the synopsis of signaling pathways related to CRC, and further highlight the pivotal and multifaceted role of nuclear factor (NF) κB signaling in CRC. Particularly, we bring forth knowledge regarding the tumor microenvironment (TME) in CRC, and its complex interaction with cancer cells. We also provide examples of NF-κB signaling-related CRC biomarkers, and ongoing efforts made at targeting NF-κB signaling in CRC treatment. We conclude and anticipate that with more emerging novel regulators of the NF-κB pathway being discovered, together with their in-depth characterization and the integration of large groups of genomic, transcriptomic and proteomic data, the day of successful development of more ideal NF-κB inhibitors is fast approaching.


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