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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>'Prosocial' virtual reality as tool for monitoring engagement in intergroup helping situations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francesca D'Errico</string-name>
          <email>francesca.derrico@uniroma3.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maurizio Schmid</string-name>
          <email>maurizio.schmid@uniroma3.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manuel Martinez</string-name>
          <email>manujamming@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stella Mastrobattista</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carmen D'Anna</string-name>
          <email>carmen.danna@uniroma3.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Engineering, RomaTre University</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Raffaella Parlongo and</institution>
          ,
          <addr-line>Christian Massom</addr-line>
          ,
          <institution>RomaTre University</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad de Valparaiso</institution>
          ,
          <country country="CL">Chile</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>dept. Fil.Co.Spe, RomaTre University</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>- The aim of the present work is to test a noninvasive procedure to test attentive and emotional resources in in helping situations where person in need belongs to another group in terms of ethnicity. At this purpose, we created a set of virtual scenarios by crossing two main crucial variables for help decision: ethnicity (white vs black actor) and helper appearance (business man, casual and beggar). During the VR session the participant's attention, distraction and engagement were measured by means of EEG tool. Results pointed out that white helpers show higher levels of attention and engagement in counter-stereotypical situations during the giving session. The attention and engagement measures in VR settings shed a light on the role played by the helper's expectations concerning ingroup/outgroup features and their potential effects on the helping decision.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Keywords—Virtual</title>
      <p>Engagement, attention</p>
    </sec>
    <sec id="sec-2">
      <title>Reality, helping relations, EEG,</title>
      <p>I.</p>
      <p>INTRODUCTION</p>
      <p>
        The aim of the present work is to test attentive and
emotional dimensions of intergroup helping interactions
using a Virtual Environment. According to the classical
socio-psychological literature the decision of giving and
seeking help is associated to psychological costs. In fact in
the case of giving help it can be associated to a potential
personal evaluation (I’m capable? It can be useful my help?)
that can lead or not to the final decision [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While in the
case of seeking help it can correspond to an explicit
admission of incapability, reinforcing our state of
dependence toward the donor [2]. In particular when the
helper/helpee is a person perceived dissimilar as in the case
of a person belonging an outgroup these costs usually
increase [3] and the decision to help or to request become
lower. Starting from these psychological considerations we
plan a pilot experimental study within Virtual Reality
environment where participants were inducted to seeking and
giving help to a virtual helper/helpee with three different
type of ‘social appearance (business man, casual and
beggar). Results emerged from EEG measures (attention,
distraction and engagement) pointed out that participants
tend to pay attention and be engaged in every life situations
mainly in counterstereotipic conditions. The rest of the paper
is organized as follows: Section 2- presents the classical
works on helping and intergroup relations, by looking also to
the studies using VR. Section 4 illustrated the performed
experiment with the discussion on the results. Conclusions
and future work directions are discussed in the last section.
II.
      </p>
      <sec id="sec-2-1">
        <title>HELPING AND INTERGROUP RELATIONS</title>
        <p>
          According to psychological studies, cognitive processes
based on prosocial decisions are strictly associated with
emotional processes [
          <xref ref-type="bibr" rid="ref3">4</xref>
          ]. Classical studies on prosocial
behaviours have tested how positive emotions like empathy
[
          <xref ref-type="bibr" rid="ref4">5</xref>
          ], [6] can promote these behaviours and, more generally,
how low-arousal emotions can drive other-oriented cost–
benefit processing rather than automatic and more intuitive
processing, which is used when emotions are stronger and
more difficult to regulate [7]. This in general, but what
happens when the helpee is an immigrant or a refugee? In
this case, the decision to help or not has been largely studied
with the theoretical model of intergroup helping relations as
status relations [8], which stresses that giving help can
perpetuate the social dependency of people in need. Within
this framework, outgroup people in need are perceived by
‘powerful’ helpers as people with low competency and
possibilities and thus they can receive a type of help since
they elicited emotions of sadness or pity. [
          <xref ref-type="bibr" rid="ref8">9</xref>
          ]. From this
perspective, the helping process should depend on helpers’
expectations. Refugees and immigrants are generally
described as criminals (‘crimmigration’) or on the contrary
usually associated with the stigma of dependence; they are
perceived as dependent people (e.g. as ‘parasites’), in need of
humanitarian protection. The stigma of dependence can
increase the perceived costs associated toward immigrants.
Furthermore, these representations rely on negative
expectations in terms of dominance. Thus, immigrants can be
perceived as ‘dangerous’ or ‘helpless’ [10;11], and,
therefore, they can be associated with negative emotions
such as anger [
          <xref ref-type="bibr" rid="ref11">12</xref>
          ] or with emotions like pity and sadness.
Based on prior studies, the intergroup helping interactions
are mediated by the helpees’ expectations and perception of
dissimilarity which can be associated to the motivation of
defending the ingroup image [13; 3]. When the dissimilarity
is high the helper can perceive more psychological costs and
then can avoid taking helping decision. The aim of this
preliminary study is to observe potential differences in terms
attention, engagement and distraction in relation to helpee’s
etnicity (black or white) and in terms of helpee relative
autonomy-dependence.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>III. HELPING AND VIRTUAL REALITY</title>
        <p>
          Schutte and Stilinovic (2017) [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ] have shown that
prosocial behavior is closely related to the degree of
involvement in VR, which in turn can increase user empathy.
In this regard, the experiment conducted by Groom and
colleagues (2009) [
          <xref ref-type="bibr" rid="ref14">15</xref>
          ] was significant, showing that an
experience in VR (job interview) with an avatar of a different
skin color may be related to the prejudice since interaction
with a black avatar generated negative appreciation and a
greater level of implicit bias. A more recent study by Peck et
al. [
          <xref ref-type="bibr" rid="ref15">16</xref>
          ], on the contrary, obtained results in the opposite
direction. Through sophisticated technology in body transfer
into avatars, Peck and colleagues found that when
participants embodied the color of black skin, they tended to
present fewer racial implicit biases than those who embodied
an avatar with white skin. Along the same lines is the study
by Gillath et al. [
          <xref ref-type="bibr" rid="ref16">17</xref>
          ] where participants, seated at a bus stop,
witness an accident involving a blind man's dog. The verbal
reactions to man's request for help have shown that VR
scenario is able to arouse positive behavioral emotions and
tendencies towards virtual people in need similar to those
raised by needy people in the real world. However, the study
done by Eastwick and Gardner [
          <xref ref-type="bibr" rid="ref17">18</xref>
          ] showed that the helping
relationship in VR follows a certain logic. We tend to help
people similar helpee in the sense that in their experiments
white helpers tended to give less help to black-colored
avatars than the white ones. More recently Gamberini et al.
[
          <xref ref-type="bibr" rid="ref18">19</xref>
          ] have analyzed the helping behavior in a VR emergency
that generally increases the level of anxiety by showing how
time pressure worsens the ingroup favouritism effect by
giving less help to black victim.
        </p>
        <p>IV.</p>
        <p>THE PILOT STUDY</p>
        <p>Research Question: The great part of the cited studies
within involved VR contexts that elicit negative emotions of
anxiety or concern and less attention has been paid to helping
decision within familiar contexts, where an outgroup
member can be in a temporary state of need. The research
goal of this pilot study is then exploring potential differences
in terms attention, engagement and distraction in relation to
helpee’s ethnicity (black or white) and in terms of helpee
relative autonomy-dependence in a simulated helping
situation.</p>
        <sec id="sec-2-2-1">
          <title>A. Method</title>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>1. Participant and experimental design</title>
        <p>Participants were 40 (19 women and 21 men, mean age
23.76) equally distributed across the experimental
conditions. The study consists of an experimental design 2 x
3 between subjects, in which we manipulated the
helper/helpee ethnicity (black vs white) and the social
appearance of helper/helpee (business man VS casual VS
beggar) as independent variables, assuming an effect on the
following dependent variables: giving help (behavioral
variable), attention, engagement and distraction in giving
help.</p>
        <sec id="sec-2-3-1">
          <title>B. Procedure and tools</title>
          <p>The experimental procedure involved three phases. In a
first phase, the participants were subjected to a pre-test with
the aim of exploring previous experiences in VR. Later,
participants were involved in the second phase of the
experiment, that corresponded to the VR session. The virtual
reality experience had a medium level of immersion since
participants can, from their point of view, be partially present
physically in the context (a familiar context), they can decide
and respond to the actors but they cannot influence the
virtual scene (low level of agency of the user). For the
recording, we used Ricoh Theta V monoscopic camera at 4K
by having an experience of 360 Video and audio. The 360
videos were seen by wearing HTC Vive headset that can also
track users’ position in the space, by enlarging the level of
immersion. After the instructions provided on the use of the
display and positioned the EEG sensors for Attention,
Distraction, Engagement, the participants began to see a
video, corresponding to one of the six experimental
conditions. The video introduced the participant to the virtual
environment through a training session, appropriately
designed to familiarize him with the device and to provide
him with the instructions necessary to interact with the actors
of the scenes and with the pop-up system inserted in the
sequence. During the training the participant was also shown
his “travel” kit consisting of a metro pass, two metro tickets
and four 50 cents coins, which he could have used during his
experience. Each participant did not have anything else with
them. The training scene was followed by an environment
scene in which a guiding voice was inserted, which would
accompany the participant along the entire route. The
participant then entered the heart of the experience and was
projected at the entrance of a metro station, where he met a
“hurried” friend, who informed him of a party with friends
and invited him to reach the location of the appointment,
giving him the name of the street. In the next scene, called
the “Google maps” scene, the participant met a potential
helper (Ingroup Vs Outgroup x Business man / Casual /
Beggar), who could help him find the way. Through the
popup system the participant made the choice to ask / not ask for
help and provided the reasons for his choice and moved to
the next scene. This, called the scene “Ticket Office”,
presented the opposite situation (in this study we’ll focus
mainly on this help giving phase): the participant became a
helper in front of a potential helpee (Ingroup Vs Outgroup x
Business man / Casual / Beggar), who asked him for help for
a metro ticket. In this case the participant had more
possibilities: give a generous help (the ticket), partial help
(offering to change his coins or one of the tickets available to
him in the kit) or not give help. Again, through the pop-up
system the participant go on with the scene and land to a
final scene, with the aim of leaving a positive message: the
helpee present in “Ticket Office” helped in turn a passerby
who had dropped his wallet from his pocket. Subsequently,
the helpee was also found to be a friend of the “hurried”
friend who appeared in the first scene which, at this point, as
a unifying element, would lead the participant and the helpee
together with the party. At the end of the VR experience, the
participant was finally introduced to the third and final phase
of the experiment in which participant fulfilled some scales
on immigrant attitude and prosociality. The post-test phase
was followed by a debriefing session.</p>
        </sec>
        <sec id="sec-2-3-2">
          <title>C. Measures</title>
          <p>EEG data were recorded (sampling rate 100 Hz) using
Emotiv EPOC® helmet (www.emotiv.com). Raw EEG data
were stored for each virtual scenario session and for each
participant and processed off-line using Matlab2019a to 1)
reject of the artefacts, 2) select automatically the channels
with high SNR, 2) band-pass filter the data (frequency range
3- 48 Hz), 4) estimate the spectral power density (SDP).
Then, to compute the EEG Index, SDP was segmented into
the following EEG bands, from which the power contained
in each one was then calculated: α [8-13Hz], β [13-30Hz],
βlow [13-15Hz], βhigh [23-30Hz], and θ [4-8 Hz].</p>
        </sec>
        <sec id="sec-2-3-3">
          <title>Engagement Index (EI)</title>
          <p>
            The EI index is obtained by considering alpha, beta and
theta activities (see Eq.1): an increase of beta activity is
directly related to task engagement; an increase of alpha and
beta activities reflects relax, low level of alertness and a
decrease of information processing [22; 23]. An increase of
EI index reflects an increase of engagement level [
            <xref ref-type="bibr" rid="ref23">24</xref>
            ].
EI=β/(α+θ)
Eq.1
          </p>
        </sec>
        <sec id="sec-2-3-4">
          <title>Attention Index (BBR)</title>
          <p>
            The BBR index is calculated considering the ratio between
the upper beta band and the lower beta band (see Eq.2) [
            <xref ref-type="bibr" rid="ref24">25</xref>
            ].
In particular, it was shown that an increase of βhigh is
linked to an increase of the alertness and of the brain [
            <xref ref-type="bibr" rid="ref25">26</xref>
            ],
while an increase of βlow could be linked to an increase of
the inattention [
            <xref ref-type="bibr" rid="ref24">25</xref>
            ]. Therefore, an increase of BBR may
signal an increase of the attention level.
          </p>
          <p>BBR=β_high/β_low
Eq.2</p>
        </sec>
        <sec id="sec-2-3-5">
          <title>Inattention index (TBR)</title>
          <p>
            The TBR index is calculated considering the ratio between
the beta band and theta band (See Eq. 3) [
            <xref ref-type="bibr" rid="ref26">27</xref>
            ]. The index is
negatively correlated to the attention and to the anxiety [
            <xref ref-type="bibr" rid="ref26">27</xref>
            ],
conversely it increases when the level of attention decreases
[
            <xref ref-type="bibr" rid="ref27">28</xref>
            ].
          </p>
          <p>TBR =
%
&amp;
Eq.3
35%
30%
25%
20%
15%
10%
5%
0%
condition. The decision of helping in a disinterested way
depends on group type. In the sense that from a chi square
analysis emerged that while in the case of an ingroup
participants tended to give partial help to the businessman
(33%) while the casual and the beggar helpee received a the
‘generous’ help (the ticket given for free)
[c2(38)=2,90;p&lt;0.05]. Differently in the case of the outgroup
condition helper appearance do not differ his/her behavioral
response but they give a similar type of help regardless of
helpee appearance.</p>
          <p>money change free ticket
ingroup
businessman casual
money change</p>
          <p>outgroup
beggar
free ticket</p>
          <p>When we consider the level of attention, engagement and
distraction extracted from the EEG, group type resulted
significant factor in the Anova. The main effect of group
type on attention [F(1, 38)=3,80;p&lt;0.05], on engagement
[F(1, 38)=3,63;p&lt;0.05] and distraction attested that both in
help seeking and giving higher level of attention and
engagement and less level of distraction in outgroup
condition compared to the ingroup condition.</p>
          <p>First of all data analysis was aimed at checking how the
two manipulations, group type and helper/helpee appearance,
affect the helper/helpee perception; results pointed out how
the helper appearance affect the elegance [F(1,
38)=2,90;p&lt;0.05] or sloppiness perception [F(1,
38)=7,84;p&lt;0.001] in the sense that the business man is
evaluated more elegant and less slopy than in casual and
beggar condition group; also the group belonginess affect the
perception of distance is higher since in the outgroup
condition helper is perceived more distant than in the ingroup</p>
          <p>The interaction effects across the experimental conditions
clarified the direction of the attention [F(1, 38)=2,80;
p&lt;0.05], engagement [F(1, 38)=3,40; p&lt;0.05] and distraction
[F(1, 38)=2,99;p&lt;0.05] during the VR session. As showed in
Figure 3a and 3b the level of attention and distraction is
strongly affected by the counter-stereotypic situations: higher
level of attention and lower level of distraction were detected
in the condition of outgroup-businessman and in the
ingroupbeggar one thus pointing out that during the helping session
participants tend to screen the helpee’s appearance mainly
when it is far from his/her social expectations.</p>
          <p>
            Given this results on attention and distraction also the
level of engagement [
            <xref ref-type="bibr" rid="ref28">29</xref>
            ] – resulted from the sense of control
/mastery on the situation (skill and challenge)– was higher in
outgroup businessman condition since the challenge with
situation so distant from the participant expectations required
more involvement. On the contrary in the case of ingroup
was the beggar condition. The rich black man and the white
beggar were distant from participant’s expectations and thus
they required more engagement during the help giving.
          </p>
        </sec>
        <sec id="sec-2-3-6">
          <title>Discussion and conclusion</title>
          <p>Helping decision in VR has been explored in a calm and
familiar situation by differentiating the helpee etnicity and
social appearance. Our preliminary results pointed out that
while in ingroup condition (white ethnicity) people tend to
give a generous help (free ticket) taking into consideration
their state of need by considering their effective state of
need, by giving higher levels of generous help in beggar
condition, in the outgroup condition they give a minimal help
across conditions with no difference. This can be partially
explained by the data on Attention, Distraction and
Engagement extracted by means of EEG measures, that
pointed out that white helpers are more attentive and less
distracted only in the counterstereotypic condition (far from
their expectations), in the case of black helpee by the
businessman status, while in the case of white by the beggar.
These two conditions were also the conditions where the
white helper was more cognitively engaged since they must
consider novelty elements in that helping situation. Future
studies will test these attentional and engagement processes
as a measures of coping with unknown and
counterstereotipical situations, even with a larger sample.</p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>ACKNOWLEDGMENT</title>
        <p>All the authors are in debt with prof. Isabella Poggi for her
suggestions and our collaborators Antonietta De Sanctis,
Dieuseul Anouleko, Valerio Contegiacomo, Giulio Ventre and
Lorenzo Federici who support this study during the experimental
phase.</p>
      </sec>
    </sec>
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