Decision-making is an important ability in our daily lives. Decision-making can be influenced by emotions. A virtual environment and objects in it might follow an emotional design, thus potentially influ- encing the mood of a user. A higher visual angle on a particular stimulus can lead to a higher emotional response to it. The use of immersive vir- tual reality (VR) surrounds a user visually with a virtual environment, as opposed to the partial immersion of using a normal computer screen. This higher immersion may result in a greater visual angle on a particu- lar stimulus and thus a stronger emotional response to it. In a between- subjects user study, we compare the results of a decision-making task in VR presented in three different visual angles. We used the Iowa Gambling Task (IGT) as task and to detect potential differences in decision-making. The IGT was displayed in one of three dimensions, thus yielding visual angles of 20◦, 35◦, and 50◦. Our results indicate no difference between the three conditions with respect to decision-making. Thus, our results possibly imply that a higher visual angle has no influence on a task that is influenced by emotions but is otherwise cognitive.
%0 Conference Paper
%1 oberdorfer2023approach
%A Oberdörfer, Sebastian
%A Birnstiel, Sandra
%A Steinhaeusser, Sophia C.
%A Latoschik, Marc Erich
%B Virtual, Augmented and Mixed Reality (HCII 2023)
%C Cham
%D 2023
%I Springer Nature Switzerland
%K myown oberdoerfer steinhaeusser
%P 649--664
%R 10.1007/978-3-031-35634-6_47
%T An Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-Making Task
%U http://downloads.hci.informatik.uni-wuerzburg.de/2023-hcii-igt-visual-angles-preprint.pdf
%X Decision-making is an important ability in our daily lives. Decision-making can be influenced by emotions. A virtual environment and objects in it might follow an emotional design, thus potentially influ- encing the mood of a user. A higher visual angle on a particular stimulus can lead to a higher emotional response to it. The use of immersive vir- tual reality (VR) surrounds a user visually with a virtual environment, as opposed to the partial immersion of using a normal computer screen. This higher immersion may result in a greater visual angle on a particu- lar stimulus and thus a stronger emotional response to it. In a between- subjects user study, we compare the results of a decision-making task in VR presented in three different visual angles. We used the Iowa Gambling Task (IGT) as task and to detect potential differences in decision-making. The IGT was displayed in one of three dimensions, thus yielding visual angles of 20◦, 35◦, and 50◦. Our results indicate no difference between the three conditions with respect to decision-making. Thus, our results possibly imply that a higher visual angle has no influence on a task that is influenced by emotions but is otherwise cognitive.
@inproceedings{oberdorfer2023approach,
abstract = {Decision-making is an important ability in our daily lives. Decision-making can be influenced by emotions. A virtual environment and objects in it might follow an emotional design, thus potentially influ- encing the mood of a user. A higher visual angle on a particular stimulus can lead to a higher emotional response to it. The use of immersive vir- tual reality (VR) surrounds a user visually with a virtual environment, as opposed to the partial immersion of using a normal computer screen. This higher immersion may result in a greater visual angle on a particu- lar stimulus and thus a stronger emotional response to it. In a between- subjects user study, we compare the results of a decision-making task in VR presented in three different visual angles. We used the Iowa Gambling Task (IGT) as task and to detect potential differences in decision-making. The IGT was displayed in one of three dimensions, thus yielding visual angles of 20◦, 35◦, and 50◦. Our results indicate no difference between the three conditions with respect to decision-making. Thus, our results possibly imply that a higher visual angle has no influence on a task that is influenced by emotions but is otherwise cognitive.},
added-at = {2023-02-22T12:13:56.000+0100},
address = {Cham},
author = {Oberdörfer, Sebastian and Birnstiel, Sandra and Steinhaeusser, Sophia C. and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/278cd51b1b3648a7e225e01051a148b4a/hci-uwb},
booktitle = {Virtual, Augmented and Mixed Reality (HCII 2023)},
doi = {10.1007/978-3-031-35634-6_47},
interhash = {69d732316da0a44f0a0ac8c8200bdce2},
intrahash = {78cd51b1b3648a7e225e01051a148b4a},
keywords = {myown oberdoerfer steinhaeusser},
pages = {649--664},
publisher = {Springer Nature Switzerland},
series = {Lecture Notes in Computer Science},
timestamp = {2024-11-21T09:27:11.000+0100},
title = {An Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-Making Task},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2023-hcii-igt-visual-angles-preprint.pdf},
year = 2023
}