TY - GEN
T1 - A Placebo Concert
T2 - 2025 CHI Conference on Human Factors in Computing Systems, CHI 2025
AU - Meng, Xiaru
AU - Ju, Yulan
AU - Kim, Christopher Changmok
AU - He, Yan
AU - Barbareschi, Giulia
AU - Minamizawa, Kouta
AU - Kunze, Kai
AU - Hoppe, Matthias
N1 - Publisher Copyright:
© 2025 Copyright held by the owner/author(s). Publication rights licensed to ACM.
PY - 2025/4/26
Y1 - 2025/4/26
N2 - A core use case for Virtual Reality applications is recreating real-life scenarios for training or entertainment. Promoting physiological responses for users in VR that match those of real-life spectators can maximize engagement and contribute to more co-presence. Current research focuses on visualizations and measurements of physiological data to ensure experience accuracy. However, placebo effects are known to influence performance and self-perception in HCI studies, creating a need to investigate the effect of visualizing different types of data (real, unmatched, and fake) on user perception during event recreation in VR. We investigate these conditions through a balanced between-groups study (n=44) of uninformed and informed participants. The informed group was provided with the information that the data visualizations represented previously recorded human physiological data. Our findings reveal a placebo effect, where the informed group demonstrated enhanced engagement and co-presence. Additionally, the fake data condition in the informed group evoked a positive emotional response.
AB - A core use case for Virtual Reality applications is recreating real-life scenarios for training or entertainment. Promoting physiological responses for users in VR that match those of real-life spectators can maximize engagement and contribute to more co-presence. Current research focuses on visualizations and measurements of physiological data to ensure experience accuracy. However, placebo effects are known to influence performance and self-perception in HCI studies, creating a need to investigate the effect of visualizing different types of data (real, unmatched, and fake) on user perception during event recreation in VR. We investigate these conditions through a balanced between-groups study (n=44) of uninformed and informed participants. The informed group was provided with the information that the data visualizations represented previously recorded human physiological data. Our findings reveal a placebo effect, where the informed group demonstrated enhanced engagement and co-presence. Additionally, the fake data condition in the informed group evoked a positive emotional response.
KW - Blood Volume Pulse
KW - Concert
KW - Electrodermal Activity
KW - Placebo Effect
KW - Virtual Reality
UR - https://www.scopus.com/pages/publications/105005711185
UR - https://www.scopus.com/pages/publications/105005711185#tab=citedBy
U2 - 10.1145/3706598.3713594
DO - 10.1145/3706598.3713594
M3 - Conference contribution
AN - SCOPUS:105005711185
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2025 - Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 26 April 2025 through 1 May 2025
ER -