Monique Santoso, Portia Wang, Eugy Han, Jeremy N. Bailenson
{"title":"社交虚拟现实中的会话动态:对言语行为和非言语行为的大规模纵向研究","authors":"Monique Santoso, Portia Wang, Eugy Han, Jeremy N. Bailenson","doi":"10.1016/j.chb.2025.108691","DOIUrl":null,"url":null,"abstract":"<div><div>This study explores verbal interactions in social virtual reality (VR). We developed the Virtual Reality Interaction Dynamics Scheme (VRIDS), which includes 10 speech acts (e.g., questioning, opinions, disagreements) by integrating existing speech frameworks with new constructs from our data. Analyzing speech from 109 participants in a metaverse classroom over four weeks, we coded 9738 discourse units. VRIDS introduced new constructs like context-dependent commentary on virtual objects, which increased as users became more familiar with the technology over time. Idea sharing also increased over time, indicating enhanced collaboration. We identified attractor and repeller states through speech act sequences and an “echoing” strategy. Additionally, we examined the link between nonverbal behavior and speech acts; head and hand movements increased during questioning and context-dependent commentary but decreased during disagreements. Our database includes transcripts, speech acts, and nonverbal data. Future work will train large language models to recognize speech acts in VR.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"170 ","pages":"Article 108691"},"PeriodicalIF":9.0000,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Conversational dynamics in social virtual reality: A large-scale, longitudinal study of speech acts and nonverbal behavior\",\"authors\":\"Monique Santoso, Portia Wang, Eugy Han, Jeremy N. Bailenson\",\"doi\":\"10.1016/j.chb.2025.108691\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>This study explores verbal interactions in social virtual reality (VR). We developed the Virtual Reality Interaction Dynamics Scheme (VRIDS), which includes 10 speech acts (e.g., questioning, opinions, disagreements) by integrating existing speech frameworks with new constructs from our data. Analyzing speech from 109 participants in a metaverse classroom over four weeks, we coded 9738 discourse units. VRIDS introduced new constructs like context-dependent commentary on virtual objects, which increased as users became more familiar with the technology over time. Idea sharing also increased over time, indicating enhanced collaboration. We identified attractor and repeller states through speech act sequences and an “echoing” strategy. Additionally, we examined the link between nonverbal behavior and speech acts; head and hand movements increased during questioning and context-dependent commentary but decreased during disagreements. Our database includes transcripts, speech acts, and nonverbal data. Future work will train large language models to recognize speech acts in VR.</div></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":\"170 \",\"pages\":\"Article 108691\"},\"PeriodicalIF\":9.0000,\"publicationDate\":\"2025-05-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563225001384\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563225001384","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
Conversational dynamics in social virtual reality: A large-scale, longitudinal study of speech acts and nonverbal behavior
This study explores verbal interactions in social virtual reality (VR). We developed the Virtual Reality Interaction Dynamics Scheme (VRIDS), which includes 10 speech acts (e.g., questioning, opinions, disagreements) by integrating existing speech frameworks with new constructs from our data. Analyzing speech from 109 participants in a metaverse classroom over four weeks, we coded 9738 discourse units. VRIDS introduced new constructs like context-dependent commentary on virtual objects, which increased as users became more familiar with the technology over time. Idea sharing also increased over time, indicating enhanced collaboration. We identified attractor and repeller states through speech act sequences and an “echoing” strategy. Additionally, we examined the link between nonverbal behavior and speech acts; head and hand movements increased during questioning and context-dependent commentary but decreased during disagreements. Our database includes transcripts, speech acts, and nonverbal data. Future work will train large language models to recognize speech acts in VR.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.