skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Social interaction in augmented reality
There have been decades of research on the usability and educational value of augmented reality. However, less is known about how augmented reality affects social interactions. The current paper presents three studies that test the social psychological effects of augmented reality. Study 1 examined participants’ task performance in the presence of embodied agents and replicated the typical pattern of social facilitation and inhibition. Participants performed a simple task better, but a hard task worse, in the presence of an agent compared to when participants complete the tasks alone. Study 2 examined nonverbal behavior. Participants met an agent sitting in one of two chairs and were asked to choose one of the chairs to sit on. Participants wearing the headset never sat directly on the agent when given the choice of two seats, and while approaching, most of the participants chose the rotation direction to avoid turning their heads away from the agent. A separate group of participants chose a seat after removing the augmented reality headset, and the majority still avoided the seat previously occupied by the agent. Study 3 examined the social costs of using an augmented reality headset with others who are not using a headset. Participants talked in dyads, and augmented reality users reported less social connection to their partner compared to those not using augmented reality. Overall, these studies provide evidence suggesting that task performance, nonverbal behavior, and social connectedness are significantly affected by the presence or absence of virtual content.  more » « less
Award ID(s):
1839974
PAR ID:
10104458
Author(s) / Creator(s):
; ; ; ; ;
Date Published:
Journal Name:
PloS one
ISSN:
1932-6203
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Augmented reality headsets in use today have a large area in which the real world can be seen, but virtual content cannot be displayed. Users perceptions of content in this area is not well understood. This work studies participants perception of a virtual character in this area by grounding this question in relevant theories of perception and performing a study using both behavioral and self-report measures. We find that virtual characters within the augmented periphery receive lower social presence scores, but we do notfind a difference in task performance. These findings inform application design and encourage future work in theories of AR perception and perception of virtual humans. 
    more » « less
  2. Mixed Reality provides a powerful medium for transparent and effective human-robot communication, especially for robots with significant physical limitations (e.g., those without arms). To enhance nonverbal capabilities for armless robots, this article presents two studies that explore two different categories of mixed reality deictic gestures for armless robots: a virtual arrow positioned over a target referent (a non-ego-sensitive allocentric gesture) and a virtual arm positioned over the gesturing robot (an ego-sensitive allocentric gesture). In Study 1, we explore the tradeoffs between these two types of gestures with respect to both objective performance and subjective social perceptions. Our results show fundamentally different task-oriented versus social benefits, with non-ego-sensitive allocentric gestures enabling faster reaction time and higher accuracy, but ego-sensitive gestures enabling higher perceived social presence, anthropomorphism, and likability. In Study 2, we refine our design recommendations by showing that in fact these different gestures should not be viewed as mutually exclusive alternatives, and that by using them together, robots can achieve both task-oriented and social benefits. 
    more » « less
  3. We present our work in progress, a real-time mixed reality communication system for remote assistance in medical emergency situations. 3D cameras capture the emergency situation and send volumetric data to a remote expert. The remote expert sees the volumetric scene through mixed reality glasses and guides an operator to the patient. The local operator receives audio and visual guidance augmented onto the mixed reality headset. We compare the mixed reality system against traditional video communication in a user study on a CPR emergency simulation. We evaluate task performance, cognitive load, and user interaction. The results will help to better understand the benefits of using augmented and volumetric information in medical emergency procedures. 
    more » « less
  4. We present our work in progress, a real-time mixed reality communication system for remote assistance in medical emergency situations. 3D cameras capture the emergency situa-tion and send volumetric data to a remote expert. The remote expert sees the volumetric scene through mixed reality glasses and guides an operator at the patient. The local operator receives audio and visual guidance augmented onto the mixed reality headset. We compare the mixed reality system against traditional video communication in a user study on a CPR emergency simulation. We evaluate task performance, cognitive load, and user interaction. The results will help to better understand the benefits of using augmented and volumetric information in medical emergency procedures. 
    more » « less
  5. Prior research has highlighted users’ preferences for embodiment when interacting with virtual agents in augmented reality headsets. However, open questions remain regarding users’ preferences towards agent placement and gaze direction. In our study, we asked 48 adults to wear the Microsoft HoloLens 2 and find objects in a hidden object game with the help of embodied agents. We examined four distinct agent configurations for both male and female agents: a human-size agent standing beside participants, a human-size agent sitting beside participants, a small desk agent facing the screen, and a small desk agent facing the participant. Overall, participants preferred male over female virtual agents when receiving assistance, and no consistent preference emerged regarding the agents’ position or gaze direction. From our results, we build upon existing guidelines for designing better virtual agents for AR with headsets. 
    more » « less