Media Violence Effects in Immersive Virtual Environments - PowerPoint PPT Presentation

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Media Violence Effects in Immersive Virtual Environments

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  1. Media Violence Effects in Immersive Virtual Environments Jim Blascovich University of California, Santa Barbara March 1, 2001 Center for Information Technology and Society UCSB

  2. Collaborators • Susan Persky • Andy Beall

  3. Virtual Reality

  4. Virtual Reality Jaron Lanier

  5. Virtual Environments • “Synthetic” information that leads to perceptions of environments and their contents as if they were not synthetic.

  6. Immersive Virtual Environments • Ones that perceptually surround individuals such that they perceive themselves to be enveloped by, included in, and interacting with an environment that provides a continuous stream of sensory stimuli.

  7. Historical Examples of Immersive Virtual Environments in Social Psychology • Milgram’s “Obedience” Environments • late 50’s and early 60’s • Zimbardo’s “Prison” Environment • 60’s • Blascovich’s “Casino” Environment • late 60’s and early 70’s

  8. Digital ImmersiveVirtual Environments

  9. Immersive Virtual Environment Technology

  10. 1st Generation 1991

  11. 2nd Generation

  12. 3rd Generation

  13. Future Generations

  14. Cumulative Technology

  15. Eye-Tracking

  16. Facial Muscle Tracking

  17. Speech

  18. “Subliminal” Priming

  19. Object Tracking

  20. Some Interesting Byproduct Measures Using IVET • Temporal • reaction times • latencies • duration • Spatial • location • change of location • Digitized Speech and Sounds

  21. Basic Research Areas • Vision • e.g., What sensory information is important in the perception of scale or size?

  22. Basic Research Areas • Spatial Cognition • How do we learn to orient ourselves spatially?

  23. Media Effects • Passive Media Contexts • Active Media Contexts • Non-violent • Violent

  24. Media Effects: Passive

  25. Media Effects • Passive Media Contexts • Active Media Contexts • Non-violent • Violent

  26. Media Effects: Active-Non-Violent

  27. Telepresence Manipulation:Avatar

  28. Telepresence Manipulation: Agent

  29. Conformity:Swinth & Blascovich, in prep. Betting Norm $

  30. Conformity:Swinth & Blascovich, in prep. Betting Norm $

  31. Media Effects • Passive Media Contexts • Active Media Contexts • Non-violent • Violent

  32. Media Effects: Active-Violent

  33. Literature on Violence in Media Suggests • Increases in physiological responses consistent with negative emotions and threat. • Desensitization over time.

  34. First Experimental Study • 2 x 2 Design • Independent Variables • media (desktop vs immersive) • avatars (agent vs human) • Dependent Variables • performance • physio measures • self-report

  35. Violent Game Context

  36. Violent Game Context

  37. Related Work • Implicit Stereotypes and Racism

  38. Thank You!