Immersive virtual reality as a social research environment. The impact of the presence of an embodied agent on the Stroop task performance based on own research

Authors

  • Aleksander Walas University of Lodz, Doctoral School of Social Sciences image/svg+xml

DOI:

https://doi.org/10.18778/0208-600X.86.01

Keywords:

Virtual reality, VR, immersive virtual reality, social facilitation, social inhibition, Stroop task, Stroop interference, embodied agent, social research

Abstract

This empirical study examined the effects of the presence of others (physical observers and embodied agents) on the performance of the Stroop task within an immersive virtual reality (VR) environment. Drawing from the research conducted by Pascal Huguet and his colleagues, who explored the social facilitation and inhibition effects in traditional lab conditions using the Stroop test, the current study sought to test these effects in VR conditions. Participants were divided into four groups, each experiencing different conditions – performing the task alone, under the awareness of being observed, or in the presence of embodied agents (formally dressed as Dr. Piotr or casually as Piotrek). A one-way analysis of variance (ANOVA) for independent samples was conducted to evaluate the results. Findings showed a significant reduction in Stroop interference when participants were aware of being observed by the experimenter. However, the presence of embodied agents in the VR environment, regardless of their regardless of their dress or manner of presentation, did not significantly influence the results. These results not only confirmed the occurrence of the Stroop interference effect in VR conditions, comparable to traditional lab conditions, but they also suggested that the social presence of the experimenter could enhance task performance in the VR environment. There was no significant influence observed from the presence of embodied agents, though. These observations can greatly contribute to the development of VR. However, further research is required to expand these findings, considering factors such as sample size and realism of embodied agents.

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Published

2023-09-30 — Updated on 2024-01-15

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How to Cite

Walas, A. (2024). Immersive virtual reality as a social research environment. The impact of the presence of an embodied agent on the Stroop task performance based on own research. Acta Universitatis Lodziensis. Folia Sociologica, (86), 5–21. https://doi.org/10.18778/0208-600X.86.01 (Original work published September 30, 2023)