Institue for the wiireless Internet of Things
Feb. 2023 - Aug. 2023
Comparative Effects of Real-world and Virtual Reality Ping Pong on Psychological Well-being
Role: VR Researcher. Field: Quantitative and Qualitative Research & Model Training & HCI
Team: Work with 1 Postdoc in Biology at Harvard, and 1 HCI Ph.D student at Northeastern
Agenda
Menglin Zhao
Northeastern University
Introduction
Significance
With the increasing prevalence of VR in daily life and sports, understanding these impacts is crucial for the development and application of VR technologies in sports and recreation.
Purpose
To investigate the psychological impacts of real-world and VR Ping Pong on emotional well-being, cognitive load, and social interaction anxiety.
Methodology
Participants
Experimental Design
Experimental (VR Ping Pong): Weekly Ping Pong players with basic VR knowledge.
Control (Real-world Ping Pong): Similar sports background, no VR requirements.
Non-Treatment Control: No sports activity.
Tools Used
Duration of Study
3 Hypotheses
01
Real-world Ping Pong generates more positive thoughts than VR Ping Pong.
02
VR Ping Pong causes a higher cognitive load than Real-world Ping Pong.
03
Real-world Ping Pong promotes more social interaction than VR Ping Pong.
Key Findings
Positive Thoughts
Result:
Real-world Ping Pong improved positive thoughts more effectively than VR Ping Pong.
Data:
Average Mood Positivity Score
3.8
Real-world Ping Pong
3.6
VR Ping Pong
Statistical Significance
t(8) = 2.10, p <0.05
Indicate that real-world Ping Pong consistently outperformed VR in enhancing mood positivity.
Cognitive Load
Result:
Real-world Ping Pong participants experienced a lower cognitive load compared to VR participants.
Data:
Average Recalled Digits
58
Real-world Ping Pong
46
VR Ping Pong
49
Non-treatment
Social Interaction Anxiety
Result:
Lower social interaction anxiety was observed in the real-world Ping Pong group compared to the VR group.
Data:
SIAS Scores
1.25
Real-world Ping Pong
1.73
VR Ping Pong
1.75
Non-treatment
Discussion
Analysis of Results
Psychological Aspects
Real-world Ping pong
Demonstrated a statistically significant improvement in mood positivity and a lower social interaction anxiety level. Average SIAS score estimated around 1.25 based on graph analysis.
VR Ping pong
Did not show a significant reduction in social interaction anxiety when compared with the non-treatment control group, with both hovering around an estimated average SIAS score of 1.75.
Why Real-world Outperforms VR
Face-to-face
The physical presence and face-to-face interaction in real-world sports may provide a richer, more engaging experience that VR has yet to replicate.
More Intense Physical Activity
More intense physical activity could be inherently more conducive to reducing cognitive load and facilitating social interactions.
Solutions - Intense Physical Activities
Enhanced Haptic Feedback
Develop devices such as gloves or wristbands that deliver pinpoint haptic feedback, simulating the touch or weight of virtual objects.
Markerless Tracking
Invest in the development of markerless motion capture technology that utilizes machine learning and computer vision to track users' movements without the need for physical sensors on the body.
Customizable Intensity Levels
Allow users to adjust the intensity of the physical activity and feedback to accommodate different fitness levels and preferences.
Solutions - Face-to-face environment
Image-based 3D Avatar Creation
Utilize photogrammetry technology, where users can upload images of themselves or their friends, and the system can generate a 3D model.
Real-time Communication
Provide a virtual screen or projection within the environment where users can see the video feed of other participants.
Social Tools and Systems
Implement a friends list and the ability to form groups or teams, making it easy for users to connect and play together.
Conclusion
Real-world Ping Pong shows a slight superiority in enhancing mood positivity and reducing social anxiety, attributed to the direct physical presence and interpersonal interactions inherent in traditional sports. These results not only affirm the value of physical sports in supporting mental health but also spotlight the potential of VR environments to simulate similar benefits.
Limitation
01 / Sample Size:
The small participant pool, restricted by the availability of VR equipment, may affect the generalizability of the findings.
02 / Self-Reporting Bias:
Reliance on self-reported data could lead to bias, as subjective reports may not accurately reflect actual experiences.
03 / VR Experience Specificity:
The use of a specific VR Ping Pong setup may limit the applicability of the findings to other VR experiences.
04 / Demographic Specificity:
The study focused on a narrow age range and demographic, which may not be representative of the broader population.
Future Suggestions
To fully harness VR's potential in sports, it is crucial to explore its impact across a broader demographic spectrum, ensuring inclusivity and relevance for diverse populations.
Additionally, examining the longitudinal effects of VR sports participation can provide deeper insights into the sustained impacts on emotional and cognitive well-being.
Extending research to encompass a wider variety of sports and advanced VR technologies will also be pivotal in understanding and optimizing VR's capabilities to mimic and enhance the traditional sports experience, thereby enriching our grasp of VR's multifaceted role in modern physical activity and mental health strategies.
Reference