Abstract
Virtual Reality is a technology which is quickly leaving the laboratory and being placed in the hands of the consumer. With many large hardware manufacturers and games development studios investing heavily in the future of the technology, we are starting to see the first VR-based games become available. But will the consumerization of VR hardware change how games developers consider Artificial Intelligence? In this study, we begin by discussing how the perception of an AI-based character may change how a user interacts with it. Based on this survey, we ask the following question: “Do AI characters appear more or less human-like though Virtual Reality, as opposed to typical monitor-based viewing mediums?” We conduct a study where 16 participants play two games (a First Person Shooter (FPS), and a racing game), both played through VR and a monitor (4 games in total). In this study, the participants are told that they will play two games against another human participant, and two against an AI driven character and that they must make a judgement on what they are playing against for each game. However, they actually play against identical AI characters in both viewing instances of the two games. The results show a clear split in assessment for the two games; when the racing game was played through VR, the participants concluded that their opponent was Human; however, when played through the monitor, they concluded they were playing against an AI. However, the opposite trend is apparent when the participants played the FPS game. We conclude the VR does change the way we perceive AI characters; however this change in perception needs to be further investigated.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Banakou, D., Chorianopoulos, K.: The effects of avatars gender and appearance on social behavior in online 3D virtual worlds. J. Virtual Worlds Res. 2(5) (2010)
Indie Bytes: Vehicle physics toolkit. https://www.assetstore.unity3d.com/en/#!/content/14868. September 2014
Davis, S., Nesbitt, K., Nalivaiko, E.: A systematic review of cybersickness. In: Proceedings of the 2014 Conference on Interactive Entertainment, pp. 1–9. ACM (2014)
Davis, S., Nesbitt, K., Nalivaiko, E.: Comparing the onset of cybersickness using the oculus rift and two virtual roller coasters. In: Proceedings of the 11th Australasian Conference on Interactive Entertainment (IE 2015), vol. 27, p. 30 (2015)
Draper, M.H., Viirre, E.S., Furness, T.A., Gawron, V.J.: Effects of image scale and system time delay on simulator sickness within head-coupled virtual environments. Hum. Factors: J. Hum. Factors Ergon. Soc. 43(1):129–146 (2001)
Headleand, C.J., Henshall, G., Cenydd, L.A., Teahan, W.: Randomised multiconnected environment generator. Technical Report CS-TR-004-2014, Bangor University (2014)
Lawrence, J., Hettinger, L.J., Berbaum, K.S., Kennedy, R.S., Dunlap, W.P., Nolan, M.D.: Vection and simulator sickness. Mil. Psychol. 2(3), 171 (1990)
Merritt, T., McGee, K., Chuah, T.L., Ong, C.: Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment. In: Proceedings of the 6th International Conference on Foundations of Digital Games, pp. 196–203. ACM (2011)
Merritt, T., Ong, C., Chuah, T.L., McGee, K.: Did you notice? artificial team-mates take risks for players. In: Intelligent Virtual Agents, pp. 338–349. Springer (2011)
Merritt, T.R., Tan, K.B., Ong, C., Thomas, A., Chuah, T.L., McGee, K.: Are artificial team-mates scapegoats in computer games. In: Proceedings of the ACM 2011 Conference on Computer Supported Cooperative Work, pp. 685–688. ACM (2011)
Merritt, T.R.: A Failure of Imagination: How and Why People Respond Differently to Human and Computer Team-Mates. Ph.D. thesis, The National University of Singapore (2012)
Nass, C., Steuer, J., Tauber, E.R.: Computers are social actors. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 72–78. ACM (1994)
Nowak, K., Biocca, F.: The effect of the agency and anthropomorphism on users’ sense of telepresence, copresence, and social presence in virtual environments. Presence 12(5), 481–494 (2003)
Oculus: Vr best practices guide. http://static.oculus.com/sdk-downloads/documents/Oculus_Best_Practices_Guide.pdf. January 2015
Peña, J., Hancock, J.T., Merola, N.A.: The priming effects of avatars in virtual settings. Commun. Res. 36(6), 838–856 (2009)
Regan, C.: An investigation into nausea and other side-effects of head-coupled immersive virtual reality. Virtual Real. 1(1), 17–31 (1995)
Reynolds, C.W.: Steering behaviors for autonomous characters. In: Game Developers Conference, vol. 1999, pp. 763–782 (1999)
Schroeder, R.: Social interaction in virtual environments: key issues, common themes, and a framework for research. In: The Social Life of Avatars, pp. 1–18. Springer (2002)
Sherrick, B., Hoewe, J., Waddell, T.F.: The role of stereotypical beliefs in gender-based activation of the proteus effect. Comput. Hum. Behav. 38, 17–24 (2014)
So, R.H.Y., Lo, W.T., Ho, A.T.K.: Effects of navigation speed on motion sickness caused by an immersive virtual environment. Hum. Factors: J. Hum. Factors Ergon. Soc. 43(3), 452–461 (2001)
Stoffregen, T.A., Faugloire, E., Yoshida, K., Flanagan, M.B., Merhi, O.: Motion sickness and postural sway in console video games. Hum. Factors: J. Hum. Factors Ergon. Soc. 50(2), 322–331 (2008)
Tanaka, K., Onoue, S., Nakanishi, H., Ishiguro, H.: Motion is enough: how real-time avatars improve distant communication. In: Collaboration Technologies and Systems (CTS), 2013 International Conference on, pp. 465–472. IEEE (2013)
Unity Technologies: Car tutorial. https://www.assetstore.unity3d.com/en/#!/content/10. December 2012
Acknowledgments
The authors would like to thank HPC Wales for providing their facilities and technical support during the running of the experiments described in this research. Chris Headleand would also like to thank Fujitsu for their ongoing financial support.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Headleand, C.J., Henshall, G., Cenydd, L.A., Teahan, W.J. (2015). The Influence of Virtual Reality on the Perception of Artificial Intelligence Characters in Games. In: Bramer, M., Petridis, M. (eds) Research and Development in Intelligent Systems XXXII. SGAI 2015. Springer, Cham. https://doi.org/10.1007/978-3-319-25032-8_26
Download citation
DOI: https://doi.org/10.1007/978-3-319-25032-8_26
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-25030-4
Online ISBN: 978-3-319-25032-8
eBook Packages: Computer ScienceComputer Science (R0)