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      Bystander Responses to a Violent Incident in an Immersive Virtual Environment

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          Abstract

          Under what conditions will a bystander intervene to try to stop a violent attack by one person on another? It is generally believed that the greater the size of the crowd of bystanders, the less the chance that any of them will intervene. A complementary model is that social identity is critical as an explanatory variable. For example, when the bystander shares common social identity with the victim the probability of intervention is enhanced, other things being equal. However, it is generally not possible to study such hypotheses experimentally for practical and ethical reasons. Here we show that an experiment that depicts a violent incident at life-size in immersive virtual reality lends support to the social identity explanation. 40 male supporters of Arsenal Football Club in England were recruited for a two-factor between-groups experiment: the victim was either an Arsenal supporter or not (in-group/out-group), and looked towards the participant for help or not during the confrontation. The response variables were the numbers of verbal and physical interventions by the participant during the violent argument. The number of physical interventions had a significantly greater mean in the in-group condition compared to the out-group. The more that participants perceived that the Victim was looking to them for help the greater the number of interventions in the in-group but not in the out-group. These results are supported by standard statistical analysis of variance, with more detailed findings obtained by a symbolic regression procedure based on genetic programming. Verbal interventions made during their experience, and analysis of post-experiment interview data suggest that in-group members were more prone to confrontational intervention compared to the out-group who were more prone to make statements to try to diffuse the situation.

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          Most cited references33

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          From presence to consciousness through virtual reality.

          Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
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            Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments.

            Mel Slater (2009)
            In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is 'being there', often called 'presence', the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not 'there' and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.
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              Distilling free-form natural laws from experimental data.

              For centuries, scientists have attempted to identify and document analytical laws that underlie physical phenomena in nature. Despite the prevalence of computing power, the process of finding natural laws and their corresponding equations has resisted automation. A key challenge to finding analytic relations automatically is defining algorithmically what makes a correlation in observed data important and insightful. We propose a principle for the identification of nontriviality. We demonstrated this approach by automatically searching motion-tracking data captured from various physical systems, ranging from simple harmonic oscillators to chaotic double-pendula. Without any prior knowledge about physics, kinematics, or geometry, the algorithm discovered Hamiltonians, Lagrangians, and other laws of geometric and momentum conservation. The discovery rate accelerated as laws found for simpler systems were used to bootstrap explanations for more complex systems, gradually uncovering the "alphabet" used to describe those systems.
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                Author and article information

                Contributors
                Role: Editor
                Journal
                PLoS One
                PLoS ONE
                plos
                plosone
                PLoS ONE
                Public Library of Science (San Francisco, USA )
                1932-6203
                2013
                2 January 2013
                : 8
                : 1
                : e52766
                Affiliations
                [1 ]Institució Catalana de Recerca i Estudis Avançats (ICREA), Passeig Lluís Companys, Barcelona, Spain
                [2 ]The Event Lab, Departament de Personalitat, Avaluació i Tractaments Psicològics Facultat de Psicologia, Campus de Mundet, Edifici Teatre Passeig de la Vall d'Hebron, Barcelona, Spain
                [3 ]Department of Computer Science, University College London, London, United Kingdom
                [4 ]National Centre for Computer Animation, The Media School, Bournemouth University, Poole Dorset, United Kingdom
                [5 ]Department of Psychology, Lancaster University, Fylde College, Lancaster, United Kingdom
                [6 ]Department of Psychology, Edge Hill University, Ormskirk, United Kingdom
                [7 ]Department of Psychology, University of Exeter, Streatham Campus, Northcote House, Exeter, United Kingdom
                George Mason University/Krasnow Institute for Advanced Study, United States of America
                Author notes

                Competing Interests: The authors have declared that no competing interests exist.

                Conceived and designed the experiments: MS ML. Performed the experiments: AR DS RS. Analyzed the data: MS. Wrote the paper: MS ML AR RS DS JJZ CC. Computer animation: RS JJZ.

                Article
                PONE-D-12-06765
                10.1371/journal.pone.0052766
                3534695
                23300991
                bf518d16-f834-489d-80ee-54bcf4ed0c0f
                Copyright @ 2013

                This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

                History
                : 1 March 2012
                : 22 November 2012
                Page count
                Pages: 13
                Funding
                This work was funded by the UK EPSRC project “Visual and Behavioural Fidelity of Virtual Humans with Applications to Bystander Intervention in Violent Emergencies” (EP/F032420/1; EP/F030215/1; EP/F030355/1). http://www.epsrc.ac.uk. European Senior Research Grant TRAVERSE grant number 227985. http://erc.europa.eu/. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.
                Categories
                Research Article
                Computer Science
                Computerized Simulations
                Engineering
                Human Factors Engineering
                Man Computer Interface
                Virtual Reality
                Medicine
                Mental Health
                Psychology
                Behavior
                Experimental Psychology
                Human Relations
                Social Psychology
                Social and Behavioral Sciences
                Anthropology
                Psychological Anthropology
                Social Anthropology
                Psychology
                Behavior
                Experimental Psychology
                Human Relations
                Social Psychology
                Sociology
                Crime and Criminology
                Assault
                Social Discrimination
                Social Prejudice
                Social Stratification

                Uncategorized
                Uncategorized

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