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  • Effects of Reward Schedule and Avatar Visibility on Joint Agency during VR Collaboration
     

     

    The project explores the modulating effects of reward schedule and avatar visibility on the sense of joint agency - a sense that "we did it" - in a VR environment. A VR card-matching game is given as a joint task, of which a pairs of participants are required to compete or cooperate to achieve a shared goal - matching all of the cards to receive rewards. 

    Master's Thesis by Seungun Lee

     

    Achievement | Lee, S. U. & Lee, J.* (2023). Reward schedule and avatar visibility modulate the sense of joint agency in a naturalistic VR collaboration task. Talk presented at the Korean Society for Cognitive & Biological Psychology (KCPB), Seoul, South Korea

     

    Accepted | 2023 IEEE Transaction on Visualization and Computer Graphics (IF:5.22; IEEE ISMAR 2023 Track)

    About

    Joint agency, a group-level sense of agency, has been studied as an essential cognitive element while engaging in collaborative tasks. The joint agency has been actively investigated in diverse contexts (e.g., performance, reward schedules, and predictability), yet the studies were mostly conducted in real or traditional 2D computer environments. Since virtual reality (VR) is an emerging technology for remote collaboration, we aimed to probe the effects of traditional reward schedule factors with novel VR features (i.e., avatar visibility) on joint agency during remote collaboration. In this study, we implemented an experiment based on the card-matching game task to test the effect of the reward schedule (fair or equal) and the counterpart's avatar hand visibility (absent or present) on the sense of joint agency. The results showed that participants felt a higher sense of joint agency when the reward was distributed equally regardless of the individual performance and when the counterpart's avatar hand was present. There was also a significant interaction between the reward schedule and avatar visibility. In addition, joint agency, cooperativeness, reward fairness, and social presence were positively correlated to each other, with negative correlations with performance elements such as playtime, absolute score difference, absolute reward point difference, and fail count. These results indicate that both the in-game avatar stimulus and the post-game reward schedule modulate the sense of joint agency in a naturalistic VR joint task. The interaction effect of the two seemingly remote factors is derived from the different levels of perceived message understanding, which is shaped by the pre-notified reward schedule and the counterpart's avatar hand visibility.

    VR Card-matching Game Task

    The collaborative VR task takes the form of a card-matching game, which requires both participants to match 8 pairs of cards. The task has both cooperative and competitive aspects, as the reward points are given only when all cards are matched, but in a distributive form.

     

    The experiment follows a 2 x 2 within-subject design, with the variables being the counterpart’s avatar hand visibility and the reward schedule. During the task, the counterpart’s avatar hand can either be shown (HO) or unshown (HX). Participants can take each card of the very last pair individually, termed "Stalemate."

    Experimental Flow

    A single trial of the experiment consists of three parts: VR game task, post-game feedback, and questionnaire. The explanation for the VR game task is described in the previous section.

     

    After the game, performance feedback is given. If all cards are successfully matched, reward points are given along with a ``SUCCESS" display. The reward points are either fairly distributed according to individual performance (RF) or equally distributed regardless of individual performance (RE). If there are remaining cards, ``TIME'S UP" is displayed without reward points.

     

    After the post-game feedback, it moves directly to the questionnaire consisting of three 9-point scale questions on joint agency, cooperativeness, and reward fairness, followed by a Social Presence Questionnaire (SPQ)*. The experiment consists of 4 blocks (80 trials) in total.

     

    * Chad Harms and Frank Biocca. Internal consistency and reliability of the networked minds measure of social presence. In Seventh annual international workshop: Presence, volume 2004. Universidad Politecnica de Valencia Valencia, Spain, 2004.

    Key Results

    First, the reward and hand factors impacted the sense of joint agency during a collaborative VR card-matching game. The joint agency ratings were higher in the equal reward and hand present conditions; The hand present condition showed higher joint agency ratings only in the fair reward condition.

     

    Second, the perceptive components (cooperativeness, reward fairness, social presence) showed positive correlations, and the performance elements (playtime, absolute score difference, absolute reward point difference, fail count) showed negative correlations with the sense of joint agency.

    The interaction effect of the two seemingly remote factors is derived from the different levels of perceived message understanding (SPQ section 3), which is shaped by the pre-notified reward schedule and the counterpart's avatar hand visibility.

    Demo Video

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    {"google":["Roboto"],"custom":["Noto Sans KR"]}
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