In a new study led by Jeremy Bailenson, a communication
professor at the Humanities School and science, the researchers found that
after people had experience in augmented reality (AR) - simulated by wearing
glasses that produce computer-generated content to the real-world environment -
Their interactions in the physical world change too, even with AR devices
removed. For example, people avoid sitting in a chair they just saw a virtual
sitting person. The researchers also found that participants seemed to be
influenced by the presence of virtual people in the same way as him if real
people were next to them. This finding is set to publish May 14 at PLOOS one.
Their findings reflect a lot of Bailenson's research has been
done on Virtual Reality (VR). While VR seeks to simulate a real-life
environment and issue users from current settings, AR Technology Layer digital
information above the user's physical environment.
Bailenson said AR glasses today can project a realistic 3D version of the real person in real-time to the physical environment of the
glasses. This allows for groups of people around the world to make eye contact
and communicate nonverbally by other nuances - something that must be achieved
by video conferencing.
Researching the effect of AR.
To check how AR affects the way people behave in social
situations, researchers recruited 218 participants and conducted three studies.
In the first two experiments, each participant interacts with a virtual avatar
called Chris who will sit in a rear seat in front of them.
The first study replicates the findings of traditional
psychology is known as social inhibitory. Just like people compliment the tasks
easy and struggling with more challenging when they have someone watching them
in the real world, the same survive when an avatar watched study participants
in augmented reality, the researchers found.
Research participants resolved an easy anagram faster but
performed poorly on the complex when Chris avatar was seen in their Vision
field.
Another study tested whether participants would follow
the social cues received when interacting with the Chris avatar. It is measured
by tracking whether participants will sit in the chair that the previous Chris
avatar sat.
The researchers found that all participants who were wearing
AR headsets sitting in a blank seat next to Chris rather than sitting right on
the avatar. From the participants who were asked to release the headset before
choosing their seats, 72 percent still chose to sit in a blank seat next to the place Chris sat before.
Affected social connection
In the third study, the researchers examined how AR affected
social relations between two people who were having a conversation while one of
them used an AR headset. The researchers found that those wearing AR glasses
reported feeling less socially connected with their conversation partners.
This research is supported by two grants from the National
Science Foundation.
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