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Published on: June 21, 2019
Similar social presence effects when reaching for real and digital objects
Jill A Dosso1, Katherine Nga Tsit Chow1, Jane J Kim1
1Department of Psychology, University of British Columbia, Vancouver, BC, Canada.
Social presence, like being observed by an experimenter, similarly slows down and reduces efficiency in reaching for both real objects and digital images. This suggests digital stimuli can effectively model real-world social interactions.
Area of Science:
- Cognitive Psychology
- Social Neuroscience
- Human-Computer Interaction
Background:
- Neural representations differ for real objects and digital images, potentially influencing behavior.
- Previous research shows social presence affects object-directed reaches, but not image-directed ones, leaving the role of social presence unclear.
- The impact of social presence on actions towards real versus digitally represented stimuli requires direct comparison.
Purpose of the Study:
- To investigate the unique contribution of social presence to reaching behaviors.
- To compare the effects of social presence on actions directed towards real objects versus digital images.
- To determine if social observation influences movement efficiency and speed similarly for both stimulus types.
Main Methods:
- Participants engaged in a shape-matching game involving real objects and digital images.
- Reaching movements were analyzed for speed and efficiency.
- The study manipulated social presence by including a passive observer (experimenter).
Main Results:
- Movement speed and efficiency were reduced when participants were observed by the experimenter.
- This effect of social presence was consistent across both real objects and digital images.
- Social presence similarly impacted reaching behavior regardless of the stimulus modality.
Conclusions:
- Social presence significantly influences object- and image-directed reaching behavior.
- The findings support the use of digital stimuli to study social effects on actions, as they mimic responses to real objects.
- Computer-generated objects can serve as valid proxies for real objects in research on social influences on motor actions.
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