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The Effect of Realism on Emotional Reactivity in Virtual

Reality
CGT 515, Spring 2019
Martin Chang Welly Chang Carly Fox Justin Legare
Computer Graphics Computer Graphics Computer Graphics Computer Graphics
Technology Technology Technology Technology
Purdue University Purdue University Purdue University Purdue University
chang309@purdue.edu chang238@purdue.edu fox54@purdue.edu jlegare@purdue.edu
Abstract
This research explores the ways in which realism affects emotional reactivity in virtual reality.
Participants will experience a short VR simulation in which they have the opportunity to bond
with a virtual dog by petting, feeding, playing fetch, and dressing him. After interacting with the
dog for a short period of time, their reaction to the dog’s death will be evaluated. Participants
will be assigned to one of four test conditions. Each participant will be randomly assigned either
a realistic or stylized dog which will be randomly paired with either a realistic or stylized
environment. The intensity of the participant’s emotional response to the dog’s death in each
condition will determine the effect that model realism has on emotional reactivity, and whether a
mismatch in realism between the realism of the environment and the characters within it has an
effect on emotional reactivity. The results of this study can be utilized by developers to
determine the level of realism required to achieve the desired level of emotional reactivity in
projects featuring computer generated characters and environments.

1. Introduction create that emotional experience would be


Developing emotional attachment to able to save time and manpower by focusing
characters and environments is a goal for their efforts on other parts of the
many game developers and animators. The development process. Models, especially
most common understanding is that the those with high levels of realism, require
more realistic the character is, the stronger more time to create, as well as a higher level
the emotional attachment. Our study hopes of skill. If it is found that there is a
to find statistically whether the level of difference with higher realism creating more
realism affects a player’s emotional emotion, then developers can focus more
experience, and if there is a significant efforts toward creating that realistic
difference in emotional reactivity with experience. The results of this study provide
various levels of realism. For example, if it data addressing these concerns.
is found that a low poly character could 2. Review of Literature
create the same level of attachment as a In order to provide a sufficient
higher poly character, developers aiming to emotional reaction for measurement and

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comparison amongst varying levels of relationship, or “level of attachment” was
realism, the player must be fully immersed one of their most significant indicators of a
with the interactive pet. For the purposes of high level of grief, as well as social
this paper, given the interaction with isolation, or living alone or with no kids,
character, this type of immersion will be played a large role as well, but surprisingly
referred to as “engagement.” Engagement length of time had little impact upon level of
plays the important role of developing a grief (Goose, Barns, 1994). Factoring in
positive attitude toward the pet, which, when these findings, the design of the simulation
presented with the the virtual pet in pain, is set up to create the most impactful
increases the perception of pain in the reported grief, which in turn, will cause a
animal (Ellingsen et at, 2010). But not only sufficient emotion reaction to measure.
is engagement important, but also the initial Placing the player in an environment to that
reaction to when the pet is introduced. To of a small apartment, the player will be
enhance the temporary virtual relationship, essentially isolated, and as mentioned
the player must find the the dog cute to previously, establishing the relationship,
begin with. While the cuteness of the dog is even if not for very long, will help increase
not the only indication of the quality of the the bond between the virtual pet and the
relationship, it may enhance the perceived player.
desirable attributes of the pet (Thorn et at, All this bonding is underlined with
2015). The same study also found that by the assumption that the player will find the
enhancing the bond between owner and pet and its actions believable to the point
canine, the perceived cuteness may also where they suspend their disbelief and
increase. These factors, cuteness and engage with the virtual character. Making
engagement are valuable in establishing the the dog come across as realistic in its actions
bond between the virtual pet and the player. through the animation and AI, across all
When faced with the tragedy of the variations of the models of realism, is
virtual pet in an agonizing situation (in the important in isolating the visual realism
case of the experiment, choking, see variable from its counterparts. Choosing
reasoning in ​Methodology ​section), the when the pet reacts to events and expressing
player experiences an emotional reaction those emotions in the animation that follows
similar to that of grief. Goose and Barns are key in providing the player with caring
(1994) conducted a study on the levels of about the fictional character (Bates, 1994).
grief in the death of a pet, accounting for “If the [virtual pet] does not react
different variables such as self-reported emotionally to events - if they don’t care,
quality of relationship with the pet, length of then neither will we.” Bates quote from his
time of pet ownership, and whether the paper, “The role of emotion in believable
amount of people living in the household agents,” sums up the artistic and
affected the amount of grief experienced. programming challenges faced with
They found that the quality of the constructing a fictional character and

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devising a strategy to create emotional achieved, which gives the player the full
attachment. immersion in the environment. Similar to
In another study, researchers the concept of “Flow” proposed by
attempted to do the opposite, to break the Csikszentmihalyi in 1990, it requires a level
immersion in a game (Cheng & Cairns, of emotional and thoughtful engagement to
2005). By swapping out realistic textures enter. However, unlike flow, the findings
with flat palette textures and messing with from Brown and Cairns research suggest
the physics, player immersion would be that once a player has entered immersion,
interrupted as their focus was on the task at the “coherence is not necessary” and the
hand. Surprisingly, although not entirely player tends to gloss over the inconsistencies
conclusive, they determined by observation (Cheng & Cairns, 2005). Given this
and interview that players were either not information, the first minute of the
affected by the changes or failed to notice simulation may be the most important to
them, not detracting from the game establishing not only a good relationship
experience. This begs the question of with the virtual animal, but also the
whether there is a difference between the threshold required for immersion that the
realism expected with the game, and how simulation needs.
well a player engages with the environment These readings establish a few
and the characters. Cheng & Cairns suggest guidelines to creating a level of realism and
that once a level of immersion has been generating a situation where the proper
achieved, the threshold for breaking that desired emotion reaction can be achieved,
immersion becomes higher and more yet in the literature, there is no indication of
difficult to achieve. As applicable to our a visual realism on in the impact of emotion.
study, by establishing the immersion as While Bates in 1994 wrote of the
quickly as possible, making the environment importance of emotion in animation, using
and character as a seamless transition from Disney animations as an example of proper
real life to the virtual world, the player emotional display, there is no mention of the
should acquire the proper engagement level of detail of the character in
needed to conduct the emotional reactivity establishing that emotion. Given the increase
test. A prior publication, suggests that there in graphic performance of games as they
are 2 barriers of entry to immersion, trend closer and closer to the photorealism,
engagement, engrossment, and when does this actually have any effect on the
satisfied full immersion is achieved (Brown emotional reaction of the player (Philips,
& Cairns, 2004). A willingness to subject 2017)? Richard Huddy, a gaming scientist at
yourself to the environment allows AMD, describes the limit as 16K gaming;
engagement and then “game construction” human sight (assuming 20/20 vision) he
that changes an emotion creates the feeling claims as requiring “something like 8K
of engrossment (Brown & Cairns, 2004). vertically and 16K horizontally to get
When those are established, presence is everything right” (Huddy, Sacco, 2015).

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With 4k gaming already commercialised and dog’s death was purposefully designed to be
8K not too far behind, the “cap” of visual partly caused by the participant, which was
stimulus is fast approaching over the coming intended to cause guilt and thus increase the
decades. This brings up the question to emotional impact on the player. The
every designer however: does that increase participant’s emotional reaction was then
in visual complexity really improve the assessed.
emotional impact of a character? The participants for this study were
Additionally, does a dissociation of realism college age students randomly selected.
in the environment and interactive features They were given a pretest survey with basic
affect that level of emotional reactivity? demographic data such as age and gender as
Considering the gap in the literature on well as whether they owned a pet or not. The
visual realism and emotion, this study hopes post-test survey had the players rating the
to provide quantifiable and qualifiable data simulation. The players were asked to rate
to help address this problem, and provide the interactivity of the simulation, their own
future avenues for research into storytelling perceived attachment to the virtual dog, how
and the development pipeline regarding the uncomfortable the dog made them feel, and
visual intricacy in games and interactive their own emotional distress reaction to the
media. dog’s death. Observation was also used to
3. Methodology determine a player’s emotional reaction.
A virtual reality application was 4. Results
developed in which the participant is An ANOVA test was first conducted
presented with a virtual puppy to bond with. to determine whether the emotional response
There were four possible conditions that the from each group was different enough from
participant could have received, which were one another. It was determined that there
applied based on a random number. These was enough evidence to support that the
four conditions were comprised of 1) a average emotional reaction for each group
realistic environment and realistic dog. 2) a were not equal with a 95% confidence.
realistic environment with a cartoon dog. 3) After confirming the ANOVA test
a cartoon environment with a realistic dog. results, four 2-tailed T-tests were conducted
4) a cartoon environment with a cartoon to test four hypothesis: (1) Different style of
dog. The player could interact with the dog will have an impact to emotional
puppy by petting the dog, feeding it, playing response in a realistic environment, (2)
fetch, and putting different hats on the dog Different style of dog will have an impact to
to customize it. After the player had emotional response in a toon environment.
sufficient time to bond with the puppy, a (3) Different style of environment will have
special treat was spawned in. When the an impact to emotional response with a
participant fed the dog the treat, the dog realistic dog, (4) Different style of
choked on the treat and collapsed, quivering environment will have an impact to
until death, which ended the simulation. The
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emotional response with a toon dog. The realism of the dog’s behavior and
results determined (1) and (2) null strengthened the player’s bond.
hypothesis were not rejected, while (3) and 6. Conclusion and Future Work
(4) were rejected. From this, it was Future studies could expand upon
determined that having different style of this research by testing additional pet and
environment could potentially have an environment models. This study tested dog
impact on the emotional response with a and environment models that were
90% confidence, while having different categorized as either realistic or cartoon, but
types of dog, but the same environment, did there are a variety of other styles that can be
not result in much change to the emotional found somewhere in the middle of this scale
response. that have yet to be explored. In addition to
5. Discussion and Limitations exploring other points on the realism scale,
There were several limitations to the there are other stylistic choices that could
study which were minor in and of have an effect on the player’s emotional
themselves but could have caused some reactivity. Perhaps a robotic dog could be
discrepancies in the results. One of the used to determine whether the player would
limitations was the quality of interaction. develop the same bond with a dog that is not
There were only four actions that the player ‘alive’ in the traditional sense. Alternatively,
could perform with their virtual pet which a dog that looks creepy or evil could be
were petting, feeding, playing fetch, and tested to determine whether this would cause
putting on a hat. The simulation would have players to have negative feelings towards the
benefited from additional interactions such dog. There could also be additional
as grooming, walking, and other such environment styles. Perhaps different
common actions that people bond over pets realistic styles such as a typical apartment
with as well as naming the dog, which versus a mansion could be tested to
would have increased the immersion and determine whether the player feels a
emotional attachment that the player had stronger emotional connection when they
with the pet. Another limitation was the are in an environment that more closely
realism of the environment itself. A possible resembles their own home.
explanation to why the cartoon environment This study determined that players
was favored was that the “realistic” are able to form an emotional attachment to
environment was not realistic enough, a virtual dog regardless of whether the dog
possibly reducing immersion as players appeared in a realistic or cartoon style. This
settled into the “uncanny valley.” provides the information that realism is not
The quality of the animations likely required to create an experience that
was also a factor in the participants’ provokes a strong emotional reaction. In
emotional investment. Higher quality fact, participants presented with a cartoon
animations would serve to increase the environment showed a stronger emotional

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reaction to the dog’s death. Depending on https://virtualrealitytimes.com/2017/03/15/c
the type of experience being developed, an-we-really-expect-gaming-graphics-to-get
realism may still be wanted by developers, -any-better/
but knowing that it is not required to achieve
the desired reaction from the player is Sacco, D. (2015, August 25). How long until
valuable information that allows the 8K and 16K gaming become the norm?
developers to have more freedom when it Retrieved from
comes to stylistic choices. https://www.pcr-online.biz/retail/how-long-
7. References until-8k-and-16k-gaming-become-the-norm
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believable agents. ​Communications of the Thorn, P., Howell, T. J., Brown, C., &
ACM,​ ​37(​ 7), 122-125. Bennett, P. C. (2015). ​The Canine Cuteness
Effect: Owner-perceived cuteness as a
Brown, E., Cairns, P. ​A Grounded predictor of human–dog relationship
Investigation of Immersion.​ In Proc. quality.​ Anthrozoös, 28(4), 569-585.
CHI2004, ACM Press (2004)

Cheng, K., Cairns, P. ​Behaviour, realism


and immersion in games​, CHI '05 Extended
Abstracts on Human Factors in Computing
Systems, April 02-07, 2005, Portland, OR,
USA

Czsentmihalyi M. ​Flow: The Psychology of


Optimal Experience​. Harper Perennial, 1990

Ellingsen, K., Zanella, A. J., Bjerkås, E., &


Indrebø, A. (2010). ​The relationship
between empathy, perception of pain and
attitudes toward pets among Norwegian dog
owners​. Anthrozoös, 23(3), 231-243.

Gosse, G. H., & Barnes, M. J. (1994).


Human grief resulting from the death of a
pet.​ Anthrozoös, 7(2), 103-112.

Phillips, Cassie, C. (2017, March 16). Can


We Really Expect Gaming Graphics to Get
Any Better? Retrieved from

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