How We See Changes How We Feel: Investigating the Effect of Visual Point-of-View on Decision-Making in VR Environments
Michael Yin, Robert Xiao
Abstract
Virtual reality (VR) can immerse users into engaging experiences, affording opportunities to study behaviour in simulated contexts such as decision-making processes. However, methodological research into designing meaningful VR experiences -experiences that promote appreciation and deeper understanding of a workis still underdeveloped. In this two-part study, we investigate how visual point-of-view (POV) in VR impacts feelings of meaningfulness and empathy as well as objective decision-making processes. Our study revolves around a VR application that situates users in moral dilemmas from three different POVs. Data from the choices made is augmented with self-reported subjective data. We find that, from different POVs, users' subjective feelings do show change; users show greater empathy for virtual agents and have an increasingly meaningful experience from a first-person perspective, even if this is not always reflected in changes in their decisions. Finally, we discuss the implications of our findings in the context of VR application design.
CCS Concepts: • Human-centered computing → Empirical studies in HCI.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 2a71897d-b533-4b1d-b639-80e336e042f7Builds on5
- More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubersZhicong Lu, Chenxinran Shen, Jiannan Li, Hong Shen et al.CHI 2021 · 135 citations
- There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective ContinuumMatthias Hoppe, Andrea Baumann, Patrick Chofor Tamunjoh, Tonja-Katrin Machulla et al.CHI 2022 · 37 citations
- Would you do it?: Enacting Moral Dilemmas in Virtual Reality for Understanding Ethical Decision-MakingEvangelos Niforatos, Adam Palma, Roman Gluszny, Athanasios Vourvopoulos et al.CHI 2020 · 37 citations
- Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person PerspectivesKatharina Emmerich, Andrey Krekhov, Sebastian Cmentowski, Jens H. KrügerCHI 2021 · 28 citations
- Douleur: Creating Pain Sensation with Chemical Stimulant to Enhance User Experience in Virtual RealityChutian Jiang, Yanjun Chen, Mingming Fan, Liuping Wang et al.UbiComp 2021 · 25 citations
Related papers
- Seeing is Not Thinking: Testing Capabilities of VR to Promote Perspective-TakingEugene Y. Kukshinov, Federica Gini, Anchit Mishra, Nicholas David Bowman et al.IEEE VR 2025 · 4 citations
- Virtual Morality: Using Virtual Reality to Study Moral Behavior in Extreme Accident SituationsGiulia Benvegnù, Patrik Pluchino, Luciano GamberiniIEEE VR 2021 · 19 citations
- Avatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of ViewRebecca Fribourg, Ferran Argelaguet, Anatole Lécuyer, Ludovic HoyetIEEE VR 2020 · 169 citations
- How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher EducationQiao Jin, Yu Liu, Svetlana Yarosh, Bo Han et al.CHI 2022 · 68 citations
- Realism and Field of View Affect Presence in VR but Not the Way You ThinkCrescent Jicol, Christopher Clarke, Emilia Tor, Rebecca M. Dakin et al.CHI 2023 · 37 citations
