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

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

  • Total: 30 individuals
  • Age: 25-30 years
  • Health: All confirmed physically and mentally healthy
  • Gender: Equally distributed


  • Groups:

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.


  • Balance: Ensured similar athletic and VR experience levels across groups.


Tools Used

  1. Positive and Negative Affect Schedule (PANAS)
  2. Cognitive Load Assessment

Duration of Study


  • 20 consecutive days
  • Daily sessions lasting 30 minutes each, designed to provide sufficient exposure while avoiding fatigue and ensuring participant compliance.


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

  1. https://haptx.com/
  2. https://www.theiamarkerless.ca/
  3. https://www.istockphoto.com/photo/girls-playing-table-tennis-on-summer-day-gm1447190534-485071006?utm_source=pixabay&utm_medium=affiliate&utm_campaign=ADP_photo_sponsored_P1&utm_content=https%3A%2F%2Fpixabay.com%2Fphotos%2Ftable-tennis-ping-pong-sport-game-2565145%2F&utm_term=table+tennis+ping+pong
  4. https://readyplayer.me/avatar?id=661af39ba60647ec5c699da9
  5. https://www.istockphoto.com/photo/video-archives-concept-gm1029147440-275821501

Thank you

617-7636-285

Menglin Zhao

Northeastern University