Abstract
Decision-making is an important ability in our daily lives. Decision-making can be influenced by emotions. A virtual environment and objects in it might follow an emotional design, thus potentially influencing the mood of a user. A higher visual angle on a particular stimulus can lead to a higher emotional response to it. The use of immersive virtual reality (VR) surrounds a user visually with a virtual environment, as opposed to the partial immersion of using a normal computer screen. This higher immersion may result in a greater visual angle on a particular stimulus and thus a stronger emotional response to it. In a between-subjects user study, we compare the results of a decision-making task in VR presented in three different visual angles. We used the Iowa Gambling Task (IGT) as task and to detect potential differences in decision-making. The IGT was displayed in one of three dimensions, thus yielding visual angles of 20\(^\circ \), 35\(^\circ \), and 50\(^\circ \). Our results indicate no difference between the three conditions with respect to decision-making. Thus, our results possibly imply that a higher visual angle has no influence on a task that is influenced by emotions but is otherwise cognitive.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Beacco, A., Oliva, R., Cabreira, C., Gallego, J., Slater, M.: Disturbance and plausibility in a virtual rock concert: a pilot study. In: 2021 IEEE Virtual Reality and 3D User Interfaces (VR 2021), pp. 538–545 (2021). https://doi.org/10.1109/VR50410.2021.00078
Bechara, A., Damasio, A.R.: The somatic marker hypothesis: a neural theory of economic decision. Games Econ. Behav. 52(2), 336–372 (2005)
Bechara, A., Damasio, A.R., Damasio, H., Anderson, S.W.: Insensitivity to future consequences following damage to human prefrontal cortex. Cognition 50(1–3), 7–15 (1994)
Bechara, A., Dolan, S., Hindes, A.: Decision-making and addiction (part ii): myopia for the future or hypersensitivity to reward? Neuropsychologia 40(10), 1690–1705 (2002). https://doi.org/10.1016/S0028-3932(02)00016-7
Bechara, A., Tranel, D., Damasio, H.: Characterization of the decision-making deficit of patients with ventromedial prefrontal cortex lesions. Brain 123(11), 2189–2202 (2000). https://doi.org/10.1093/brain/123.11.2189
Brevers, D., Bechara, A., Cleeremans, A., Noël, X.: Iowa gambling task (IGT): twenty years after-gambling disorder and IGT. Front. Psychol. 4, 665 (2013)
Caler, K., Garcia, J.R.V., Nower, L.: Assessing problem gambling: a review of classic and specialized measures. Curr. Addict. Rep. 3(4), 437–444 (2016)
Cella, M., Dymond, S., Cooper, A., Turnbull, O.: Effects of decision-phase time constraints on emotion-based learning in the Iowa gambling task. Brain Cogn. 64(2), 164–169 (2007). https://doi.org/10.1016/j.bandc.2007.02.003
de Vries, M., Holland, R.W., Witteman, C.L.M.: In the winning mood: affect in the Iowa gambling task. Judgment Decis. Making 3(1), 42–50 (2008)
Dunn, B.D., Dalgleish, T., Lawrence, A.D.: The somatic marker hypothesis: a critical evaluation. Neurosci. Biobehav. Rev. 30(2), 239–271 (2006). https://doi.org/10.1016/j.neubiorev.2005.07.001
Ferris, J.A., Wynne, H.J.: The Canadian Problem Gambling Index. Canadian Centre on Substance Abuse Ottawa, ON (2001)
Gall, D., Latoschik, M.E.: Visual angle modulates affective responses to audiovisual stimuli. Comput. Hum. Behav. 109, 106346 (2020)
Griffiths, M.: The psychosocial impact of gambling in virtual reality. Casino Gaming Int. 29, 51–54 (2017)
Heidrich, D., Oberdörfer, S., Latoschik, M.E.: The effects of immersion on harm-inducing factors in virtual slot machines. In: Proceedings of the 26th IEEE Virtual Reality Conference (VR 2019). IEEE, Osaka, Japan (2019)
Heilman, R.M., Crişan, L.G., Houser, D., Miclea, M., Miu, A.C.: Emotion regulation and decision making under risk and uncertainty. Emotion 10(2), 257–265 (2010). https://doi.org/10.1037/a0018489
HTC Corporation: Htc vive (2011–2017). http://www.vive.com
İyilikci, E.A., Amado, S.: The uncertainty appraisal enhances the prominent deck b effect in the Iowa gambling task. Motiv. Emot. 42(1), 1–16 (2018). https://doi.org/10.1007/s11031-017-9643-5
JASP Team: Jasp (2021). http://jasp-stats.org/
Jicol, C., et al.: Effects of emotion and agency on presence in virtual reality. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI 2021). Association for Computing Machinery, New York (2021). https://doi.org/10.1145/3411764.3445588
Kahneman, D., Frederick, S.: Frames and brains: elicitation and control of response tendencies. Trends Cogn. Sci. 11(2), 45–46 (2007). https://doi.org/10.1016/j.tics.2006.11.007
Knote, A., von Mammen, S., Gao, Y., Thorn, A.: Immersive analysis of crystallographic diffraction data. In: 26th ACM Symposium on Virtual Reality Software and Technology. Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3385956.3422097
Leder, J., Horlitz, T., Puschmann, P., Wittstock, V., Schütz, A.: Comparing immersive virtual reality and powerpoint as methods for delivering safety training: impacts on risk perception, learning, and decision making. Saf. Sci. 111, 271–286 (2019). https://doi.org/10.1016/j.ssci.2018.07.021
Lee, W.K., Su, Y.A., Song, T.J., Chiu, Y.C., Lin, C.H.: Are normal decision-makers sensitive to changes in value contrast under uncertainty? evidence from the Iowa gambling task. PLoS ONE 9(7), 1–10 (2014). https://doi.org/10.1371/journal.pone.0101878
Liszio, S., Graf, L., Masuch, M.: The relaxing effect of virtual nature - immersive technology provides relief in acute stress situations. In: Wiederhold, B.K., Riva, G., Bouchard, S. (eds.) Annual Review of Cybertherapy and Telemedicine (ARCTT), pp. 87–93. Interactive Media Institute, San Diego, CA, USA (2018)
Maia, T.V., McClelland, J.L.: The somatic marker hypothesis: still many questions but no answers. Proc. Natl. Acad. Sci. 101(45), 16075–16080 (2004). https://doi.org/10.1073/pnas.0406666101
Miu, A.C., Heilman, R.M., Houser, D.: Anxiety impairs decision-making: psychophysiological evidence from an Iowa gambling task. Biol. Psychol. 77(3), 353–358 (2008)
Mourtzis, D., Siatras, V., Angelopoulos, J.: Real-time remote maintenance support based on augmented reality (AR). Appl. Sci. 10(5), 1855 (2020). https://doi.org/10.3390/app10051855
Oberdörfer, S., Heidrich, D., Birnstiel, S., Latoschik, M.E.: Enchanted by your surrounding? measuring the effects of immersion and design of virtual environments on decision-making. Front. Virtual Reality 2, 101 (2021). https://doi.org/10.3389/frvir.2021.679277
Oberdörfer, S., Heidrich, D., Latoschik, M.E.: Think twice: the influence of immersion on decision making during gambling in virtual reality. In: Proceedings of the 27th IEEE Virtual Reality conference (VR 2020), pp. 483–492. IEEE, Atlanta (2020). https://doi.org/10.1109/VR46266.2020.00069
Oberdörfer, S., Latoschik, M.E.: Knowledge encoding in game mechanics: transfer-oriented knowledge learning in desktop-3d and vr. Int. J. Comput. Games Technol. 2019 (2019). https://doi.org/10.1155/2019/7626349
Peng, X., Huang, J., Denisova, A., Chen, H., Tian, F., Wang, H.: A palette of deepened emotions: exploring emotional challenge in virtual reality games. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI 2020). Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3313831.3376221
Pittig, A., Brand, M., Pawlikowski, M., Alpers, G.W.: The cost of fear: avoidant decision making in a spider gambling task. J. Anxiety Disord. 28(3), 326–334 (2014). https://doi.org/10.1016/j.janxdis.2014.03.001
Preston, S., Buchanan, T., Stansfield, R., Bechara, A.: Effects of anticipatory stress on decision making in a gambling task. Behav. Neurosci. 121(2), 257 (2007)
Riva, G., et al.: Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology Behav. 10(1), 45–56 (2007). https://doi.org/10.1089/cpb.2006.9993
Seufert, C., Oberdörfer, S., Roth, A., Grafe, S., Lugrin, J.L., Latoschik, M.E.: Classroom management competency enhancement for student teachers using a fully immersive virtual classroom. Comput. Educ. 179, 104410 (2022). https://doi.org/10.1016/j.compedu.2021.104410
Singh, V.: Dual conception of risk in the Iowa gambling task: effects of sleep deprivation and test-retest gap. Front. Psychol. 4, 628 (2013). https://doi.org/10.3389/fpsyg.2013.00628
Singh, V., Khan, A.: Heterogeneity in choices on Iowa gambling task: preference for infrequent-high magnitude punishment. Mind Soc. 8(43), 43–57 (2008). https://doi.org/10.1007/s11299-008-0050-1
Skarbez, R., Brooks, F.P., Jr., Whitton, M.C.: A survey of presence and related concepts. ACM Comput. Surv. 50(6), 1–39 (2017). https://doi.org/10.1145/3134301
Slater, M.: Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philos. Trans. R. Soc. B 364, 3549–3557 (2009). https://doi.org/10.1098/rstb.2009.0138
Slater, M., Linakis, V., Usoh, M., Kooper, R.: Immersion, presence, and performance in virtual environments: an experiment with tri-dimensional chess. In: Proceedings of the ACM Symposium on Virtual Reality Software and Technology (VRST 1996), pp. 163–172. ACM, Hong Kong (1996). https://doi.org/10.1145/3304181.3304216
Slater, M., Wilbur, S.: A framework for immersive virtual environments (five): speculations on the role of presence in virtual environments. Presence 6(6), 603–616 (1997). https://doi.org/10.1162/pres.1997.6.6.603
Steinhaeusser, S.C., Oberdörfer, S., von Mammen, S., Latoschik, M.E., Lugrin, B.: Joyful adventures and frightening places - designing emotion-inducing virtual environments. Front. Virtual Reality (2022). https://doi.org/10.3389/frvir.2022.919163
Unity: unity 2019.3.10f1 (2021). http://unity3d.com/get-unity/download/archive
Valve Coorperation: Steamvr plugin (2015–2022). http://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647
Waltemate, T., Gall, D., Roth, D., Botsch, M., Latoschik, M.E.: The impact of avatar personalization and immersion on virtual body ownership, presence, and emotional response. IEEE Trans. Vis. Comput. Graph. 24(4), 1643–1652 (2018). https://doi.org/10.1109/TVCG.2018.2794629
Watson, D., Clark, L.A.: Development and validation of brief measures of positive and negative affect: the Panas scales. J. Pers. Soc. Psychol. 54(6), 1063–1070 (1988)
Witmer, B.G., Jerome, C.J., Singer, M.J.: The factor structure of the presence questionnaire. Presence 14(3), 298–314 (2005). https://doi.org/10.1162/105474605323384654
Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence 7(3), 225–240 (1998). https://doi.org/10.1162/105474698565686
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Oberdörfer, S., Birnstiel, S., Steinhaeusser, S.C., Latoschik, M.E. (2023). An Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-Making Task. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality. HCII 2023. Lecture Notes in Computer Science, vol 14027. Springer, Cham. https://doi.org/10.1007/978-3-031-35634-6_47
Download citation
DOI: https://doi.org/10.1007/978-3-031-35634-6_47
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-35633-9
Online ISBN: 978-3-031-35634-6
eBook Packages: Computer ScienceComputer Science (R0)