TY - GEN
T1 - In-Game Motion Dynamics Provide a Means of Exploring the Cognitive Dynamics of Deception
AU - O'Hora, Denis
AU - Redfern, Sam
AU - Duran, Nicholas
AU - Zgonnikov, Arkady
AU - Sweeney, Daragh
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/10/30
Y1 - 2018/10/30
N2 - User interfaces that produce an immersive and intuitive in-game experience depend on a strong coupling between user input and the motion of game objects. Such user interfaces require a high sensitivity to user movement that has the potential to reveal characteristics of user cognitive processes that occur during gameplay. The current project investigates whether cognitive processing during deception affects in-game motion. We present here two paradigms that allow deception to be expressed over repeated trials and in a naturalistic setting. The first, an interactive exhibit at Science Gallery Dublin™, tracked motion while users deceptively responded to autobiographical statements. The second, a two-player bluffing game, tracked motion during unsanctioned, motivated deception. Our findings indicate that in-game motion is influenced by the cognitive processes underlying deception. In-game motion provides an important source of data on human psychological processes that can stimulate theoretical progress within psychology and contribute to the development of more credible artificial agents.
AB - User interfaces that produce an immersive and intuitive in-game experience depend on a strong coupling between user input and the motion of game objects. Such user interfaces require a high sensitivity to user movement that has the potential to reveal characteristics of user cognitive processes that occur during gameplay. The current project investigates whether cognitive processing during deception affects in-game motion. We present here two paradigms that allow deception to be expressed over repeated trials and in a naturalistic setting. The first, an interactive exhibit at Science Gallery Dublin™, tracked motion while users deceptively responded to autobiographical statements. The second, a two-player bluffing game, tracked motion during unsanctioned, motivated deception. Our findings indicate that in-game motion is influenced by the cognitive processes underlying deception. In-game motion provides an important source of data on human psychological processes that can stimulate theoretical progress within psychology and contribute to the development of more credible artificial agents.
UR - http://www.scopus.com/inward/record.url?scp=85057016624&partnerID=8YFLogxK
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U2 - 10.1109/GEM.2018.8516438
DO - 10.1109/GEM.2018.8516438
M3 - Conference contribution
AN - SCOPUS:85057016624
T3 - 2018 IEEE Games, Entertainment, Media Conference, GEM 2018
SP - 463
EP - 470
BT - 2018 IEEE Games, Entertainment, Media Conference, GEM 2018
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2018 IEEE Games, Entertainment, Media Conference, GEM 2018
Y2 - 15 August 2018 through 17 August 2018
ER -