Verhulst Adrien, Normand Jean-Marie, Lombart Cindy, Sugimoto Maki, Moreau Guillaume
CRENAU, AAU UMR CNRS 1563, Computer Science and Mathematics Department, École Centrale de Nantes, Nantes, France.
Hybrid, Inria, Rennes, France.
Front Robot AI. 2018 Oct 3;5:113. doi: 10.3389/frobt.2018.00113. eCollection 2018.
Research in Virtual Reality (VR) showed that embodiment can influence participants' perceptions and behavior when embodied in a different yet plausible virtual body. In this paper, we study the changes an obese virtual body has on products perception (e.g., taste, etc.) and purchase behavior (e.g., number purchased) in an immersive virtual retail store. Participants (of a normal BMI on average) were embodied in a normal (N) or an obese (OB) virtual body and were asked to buy and evaluate food products in the immersive virtual store. Based on stereotypes that are classically associated with obese people, we expected that the group embodied in obese avatars would show a more unhealthy diet, (i.e., buy more food products and also buy more products with high energy intake, or saturated fat) and would rate unhealthy food as being tastier and healthier than participants embodied in "normal weight" avatars. Our participants also rated the perception of their virtual body: the OB group perceived their virtual body as significantly heavier and older. They also rated their sense of embodiment and presence within the immersive virtual store. These measures did not show any significant difference between groups. Finally, we asked them to rate different food products in terms of tastiness, healthiness, sustainability and price. The only difference we noticed is that participants embodied in an obese avatar (OB group) rated the as being significantly tastier and the apple as being significantly healthier. Nevertheless, while we hypothesized that participants embodied in a virtual body with obesity would show differences in their shopping patterns (e.g., more "unhealthy" products bought) there were no significant differences between the groups. Stereotype activation failed for our participants embodied in obese avatars, who did not exhibit a shopping behavior following the (negative) stereotypes related to obese people. conversely, while the opposite hypothesis (participants embodied in obese avatars would buy significantly more healthy products in order to "transform" their virtual bodies) could have been made, it was not the case either. We discuss these results and propose hypotheses as to why the behavior of the manipulated group differed from the one we expected. Indeed, unlike previous research, our participants were embodied in virtual avatars which differed greatly from their real bodies. Obese avatars should not only modify users' visual characteristics such as hair or skin color, etc. We hypothesize that an obese virtual body may require some other non-visual stimulus, e.g., the sensation of the extra weight or the change in body size. This main difference could then explain why we did not notice any important modification on participants' behavior and perceptions of food products. We also hypothesize that the absence of stereotype activation and thus of statistical difference between our N and OB groups might be due to higher-level cognitive processes involved while purchasing food products. Indeed our participants might have rejected their virtual bodies when performing the shopping task, while the embodiment and presence ratings did not show significant differences, and purchased products based on their real (non-obese) bodies. This could mean that stereotype activation is more complex that previously thought.
虚拟现实(VR)研究表明,当参与者置身于一个不同但看似合理的虚拟身体中时,具身化会影响他们的感知和行为。在本文中,我们研究了在沉浸式虚拟零售店中,肥胖的虚拟身体对产品感知(如味道等)和购买行为(如购买数量)的影响。参与者(平均BMI正常)置身于正常(N)或肥胖(OB)的虚拟身体中,并被要求在沉浸式虚拟商店中购买和评估食品。基于与肥胖人群经典相关的刻板印象,我们预计,置身于肥胖虚拟形象中的参与者会表现出更不健康的饮食(即购买更多食品,也购买更多高能量摄入或饱和脂肪的产品),并且会将不健康食品评为比置身于“正常体重”虚拟形象中的参与者更美味、更健康。我们的参与者还对他们虚拟身体的感知进行了评分:OB组认为他们的虚拟身体明显更重、更老。他们还对自己在沉浸式虚拟商店中的具身感和存在感进行了评分。这些测量结果在两组之间没有显示出任何显著差异。最后,我们要求他们根据美味程度、健康程度、可持续性和价格对不同食品进行评分。我们注意到的唯一差异是,置身于肥胖虚拟形象中的参与者(OB组)认为[此处原文似乎缺失信息]明显更美味,苹果明显更健康。然而,虽然我们假设置身于肥胖虚拟身体中的参与者在购物模式上会表现出差异(例如购买更多“不健康”产品),但两组之间没有显著差异。对于置身于肥胖虚拟形象中的参与者来说,刻板印象激活失败了,他们没有表现出与肥胖人群相关的(负面)刻板印象的购物行为。相反,虽然可以提出相反的假设(置身于肥胖虚拟形象中的参与者会购买更多健康产品以“改变”他们的虚拟身体),但情况也并非如此。我们讨论了这些结果,并就被操纵组的行为为何与我们预期的不同提出了假设。事实上,与之前的研究不同,我们的参与者置身于与他们真实身体有很大差异的虚拟形象中。肥胖的虚拟形象不仅应改变用户的视觉特征,如头发或肤色等。我们假设,肥胖的虚拟身体可能需要一些其他非视觉刺激,例如额外重量的感觉或身体大小的变化。这个主要差异可能解释了为什么我们没有注意到参与者在食品行为和感知上有任何重要变化。我们还假设,N组和OB组之间没有刻板印象激活以及因此没有统计差异,可能是由于购买食品时涉及更高层次的认知过程。事实上,我们的参与者在执行购物任务时可能拒绝了他们的虚拟身体,而具身感和存在感评分没有显示出显著差异,并根据他们真实的(非肥胖)身体购买了产品。这可能意味着刻板印象激活比之前认为的更复杂。