Visual and Behavioural Fidelity of Virtual Humans with Applications to Bystander Intervention in Violent Emergencies

Lead Research Organisation: Lancaster University
Department Name: Psychology

Abstract

The aim of this project is to dramatically improve the quality of immersive social virtual environments (IVEs). By 'quality' we refer to the response of participants to virtual social situations, in particular the extent to which they respond realistically to what they perceive. By 'response' we mean at every measurable level, ranging from non-conscious physiological processes (such as changes in electrodermal activity or heart rate variability) through to overt behavioural, emotional and cognitive responses / including what they report in interviews about their subjective state of mind. By social IVEs we specifically refer to applications where one or more human participants interact with virtual humanoid characters (avatars) in a socially defined context. Specifically, our objectives are to improve the visual appearance of interactive characters and their interactive behaviour especially so that their behaviour responds appropriately to the behaviour of the participants. Third, social IVEs will be constructed that are well-studied in the social psychology literature, and which are of great societal importance, referred to as bystander behaviour in violent emergencies such as in street violence. Finally, these virtual social situations will be used in a series of experimental studies in order to test whether indeed these objectives do improve the quality of response of participants within these social IVEs.One of our goals is to exploit our research in socially useful applications, and thereby also contribute to the growing body of research that uses VEs as a laboratory for social psychological research. In particular we consider the research program of Levine and colleagues at Lancaster on bystander behaviour in violent emergencies. This research program revisits the classic 'bystander effect' in social psychology. The bystander effect suggests that the more witnesses there are to an emergency, the less likely an individual bystander is to intervene. This phenomenon was identified as a consequence of the apparent inaction of 38 witnesses to the brutal rape and murder of Kitty Genovese in New York in 1964. The bystander effect is one of the most robust and reproduced effects in social psychology. However, it lacks practical utility, since for ethical and practical reasons it is not possible to study it scientifically under controlled conditions. In this project we aim to study the bystander effect in the context of virtual environments, where other work has shown that people do tend to respond realistically to virtual social situations.

Publications

10 25 50
 
Description This project developed a virtual environment that allowed for the experimental study of bystander responses to violence. In doing so it created the conditions for studying violence in an ethically appropriate and reliable and robust environment. The findings from the experiments both confirm and extend knowledge about the importance of group processes for bystander behavior in violent emergencies. Extending the knowledge base on bystander interventions in violence has contributed to the development of community and partnership based strategies for tackling violence in the night-time economy. For example, the research has been used by Exeter City Council Community Safety Partnership as part of their work to improve safety in the night-time economy zones in the city centre. The VR technology continues to develop and as it does so it becomes increasingly possible to use these immersive environments for training as well as experimentation. The research team have had conversations with organisations responsible for the rehabilitation of violent offenders about the potential for using the VR environments as part of assessment procedures. Similarly we have talked to law enforcement agencies about the prospect of using the VR environments for personnel training.
First Year Of Impact 2013
Sector Communities and Social Services/Policy
Impact Types Societal,Policy & public services

 
Description BBC1 news report on research of violence in Virtual Reality 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact BBC1 news report using footage of virtual environments to demonstrate how research on violence in Virtual Reality is done.
Year(s) Of Engagement Activity 2013
URL http://youtu.be/11NH0K23nEM
 
Description DJ Shao Dow interview re: song about bystander behaviour 21/01/2015 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact Mark Levine was contacted by DJ Shao Dow and asked to discuss the bystander behaviour research he has undertaken. DJ Shao Dow may write a song mentioning bystander behaviour. Phone meeting/interview on 21/01/2015. http://www.shaodowmusic.com/biography

No notable impacts at this time.
Year(s) Of Engagement Activity 2015
 
Description OnlineClassroom.tv, Bystander Intervention 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Schools
Results and Impact Prof Mark Levine explains his football shirt study, social identity theory and its application to non-intervention in the James Bulger case. OnlineClassroom.tv provides visual material in the social sciences to A Level teachers and students. The material is available via a subscription.

Not aware of any impact at this stage.
Year(s) Of Engagement Activity 2010,2012
URL http://onlineclassroom.tv/psychology/catalogue/understanding_psychology/bystander_intervention#heade...
 
Description Reuters Online news report on research of violence in Virtual Reality 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Reuters' news report using footage of virtual environments to demonstrate how research on violence in Virtual Reality is done.
Year(s) Of Engagement Activity 2013
URL http://in.reuters.com/video/2013/02/21/3d-study-offers-clues-to-violence-and-by?videoId=241246979