Measuring Immersion in Experiences with Biosensors
Preparation for International Joint Conference on Biomedical Engineering
Systems and Technologies
Paul J. Zak
1,2
and Jorge A. Barraza
2,3
1
Center for Neuroeconomics Studies, Claremont Graduate University, 160 E 10
th
St, Claremont, CA, U.S.A.
2
Immersion Neuroscience, 340 S. Lemon Ave #2358, Walnut, CA 91789, U.S.A.
3
Department of Psychology, University of Southern California, Los Angeles, CA, U.S.A.
Keywords: Immersion, Engagement, Consumer Neuroscience, Mass Experiences.
Abstract: When people are engaged in an immersive task or experience, they can become so absorbed in it that they
lose track of time and place. Narrative transportation, has similar effects, producing meaningful psychological
responses and influencing behavior. Those seeking to create immersive experiences typically rely on
inaccurate self-report to measure immersion. We describe research from our group on the neuroscience of
immersion and our development of a physiologic sensor, algorithm, and software suite that measures
immersion. Our studies show that immersion predicts enjoyment, recall of information, and actions after an
experience with 75%-95%% accuracy depending on the outcome measure. We discuss the trade-offs when
developing sensor technologies designed for non-laboratory environments.
1 WHAT IS IMMERSION?
Immersion, an experience of deep involvement with
an aspect of the environment, is a psychological and
neurological process that is not well understood but
has very strong and meaningful implications in
everyday life. The concept of immersion has its roots
in prehistory as bands of homo sapiens related stories
of hunts and travels in order to instruct and perhaps
entertain members of their clans. Aristotle's two great
books, Poetics and Rhetoric lay the theoretical
foundation for immersion. While Poetics created a
structure for a dramatic play or narrative reading to
have an emotional impact on audiences, Rhetoric
identifies how a speaker can persuade others by
structuring his or her narrative. Combining these two
approaches led to the development of the dramatic arc
used in nearly all storytelling. The five parts of the
dramatic arc (exposition, rising action, climax, falling
action, and dénouement) were meant to transport
audiences into the narrative so they would experience
a simulacrum of the story. In the 1990s,
psychologists coined the term "narrative
transportation" and showed that a key aspect of
transportation occurred when an audience member
empathized with story characters (Gerrig, 1993).
Empathy for characters can persuade audiences to
change their attitudes and opinions. For many
viewers, watching the physical training the boxing
movie Rocky or the self-sacrifice in the film about the
Battle of Thermopylae, 300, combined with an
emotionally-compelling reason for the suffering,
motivated audience members to join a gym or take up
boxing or enroll in a boot camp-type training
program.
Immersion is similar to "flow" (Csikszentmihalyi,
1997), a state of concentration or absorption in an
activity, like work or performance. While flow states
require an active participation in a task, immersive
experiences can be purely passive, but have similar
positive psychological effects like deep concentration
and feelings of awe or transcendence. Immersion
encompasses the concept of flow, defining it beyond
active boundaries to include passive experiences like
transportation in a story.
Herein, we present a review of the work we have
done to quantify individual and group immersion
using commercial wearable sensors.
Zak, P. and Barraza, J.
Measuring Immersion in Experiences with Biosensors - Preparation for International Joint Conference on Biomedical Engineering Systems and Technologies.
DOI: 10.5220/0006758203030307
In Proceedings of the 11th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2018) - Volume 4: BIOSIGNALS, pages 303-307
ISBN: 978-989-758-279-0
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
303
2 WHY SHOULD WE MEASURE
IMMERSION?
The experience economy depends on creating highly
immersive experiences for employees and consumers
alike.
2.1 Organizations
Companies strive to engage their employees in their
work beyond extrinsic motivation. The burgeoning
field of positive organizational behavior (POB)
provides increasing evidence that traditional extrinsic
motivators such as pay and benefits only weakly
engage employees (Seligman & Csikszentmihalyi,
2000; Peterson & Seligman, 2004). Seligman and
Csikszentmihalyi (2000, p. 5) point out that today’s
employees are increasingly “seen as decision makers,
with choices, preferences, and the possibility of
becoming masterful.” POB reflects an increasing
emphasis on “psychological capacities that can be
measured, developed, and effectively managed for
performance improvement” (Luthans, 2002: 59).
Flow states are more likely to occur at work than
during recreation due in part to having clearly defined
goals (Gardener, Csikszentmihaly, & Damon, 2002).
Flow has been tied to performance by improving
concentration and motivation (Engeser & Rheinberg,
2008).
2.2 Consumer Experiences
Consumers are increasingly demanding, and paying
for, extraordinary experiences. As Joseph Pine and
James Gilmore articulate in The Experience Economy
(2012), premium pricing and differentiated products
and services require that experiences faced by
consumers be extraordinary. This means the entire
customer journey, from messaging, to online
information gathering, to in-store interactions, to the
purchasing ceremony, needs to be integrated and
customized for each client.
The push toward immersive content is seen in
marketing and advertising. For instance, the last few
years have seen a rise in 360-degree video,
augmented reality, and virtual reality technologies.
Virtual reality has been shown to increase emotional
engagement and longer engagement periods over
traditional content. Retail companies like Sephora are
creating augmented reality apps that allow the
consumer to engage with their products outside the
store. Indeed, there may be substantial hype around
the use of immersive technologies in marketing and
advertising, but it is clear that immersion itself is
becoming key component to build quality content.
2.3 The Self
Our previous research on immersive experiences
suggests that there is much we can learn about the
impact of immersive experiences on human
flourishing. If immersion is a positive state people
seek out, then it is likely that people will want to learn
about what experiences are immersive for them
specifically. Coupled with the rise of the quantified
self, particularly with information to improve
psychological well-being and productivity, we expect
that the need to quantify immersive experience by the
individual will grow in the coming years.
3 MEASURING IMMERSION
3.1 Traditional Measures
We can be immersed in stories, entertainment, work,
and consumer experiences, but not always. The same
experience can play out differently for different
people. The current state of the art to measure the
quality of experiences for consumers is to ask people
their opinions in a survey that might not be answered
for days or weeks after the experience. For instance,
there exist several scales for story immersion
including the Narrative Engagement Scale (Busselle
& Bilandzic, 2009) and the Narrative Transportation
Scale (Green & Brock, 2000). Task flow has been
measured via self-report using Flow Short Scale
(Rheinberg et al., 2003), the Flow State Scale-2 (FSS-
2) and Dispositional Flow Scale-2 (DFS-2) for
physical activities (Jackson & Eklund, 2002).
Surveys are known to be rife with biases,
including poor recall of event details, providing
socially acceptable answers, and easier recall of
negative experiences. Focus groups, having
participants turn dials, and mass emails all suffer from
a fatal flaw: people cannot accurately or consistently
report their unconscious emotional reactions to
experiences. Moreover, there is a dynamic nature to
experiences that cannot be measured simply by
asking static post-experience questions.
Although it would seem that simply asking people
about their experiences could reveal how immersive
they were, self-report is often unreliable and difficult
to compare across individuals. Moreover, how people
respond to traditional survey scales is heavily
impacted by culture, current physiologic state outside
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the target experience (e.g. fatigue, hunger), and
socioeconomic status.
3.2 Biosensor Measurement
3.2.1 Defining Immersion Biologically
Our decade-plus of research has shown that
immersion depends on two key elements: attention to
the experience and emotional engagement during it.
Both sympathetic and parasympathetic systems
are indicative of attention and emotional engagement.
Attention is associated with energy expended. People
are more likely to attend to stimuli eliciting
sympathetic arousal (Boucsein, 2012; Kensinger,
2004; MacLeod & Matthews, 2004). Activity in both
sympathetic and parasympathetic systems occurs in
response to emotional stories (Eisenberg, Fabes, et
al., 1988; Eisenberg, Fabes, Schaller, Miller, et al.,
1991; Eisenberg, Schaller, et al., 1988). A key
component of the parasympathetic nervous system,
the vagus nerve, is proposed to be central to the
mammalian “social-engagement system” (Porges,
2007), with vagal activity being linked with affective
experiences, most notably empathic concern (e.g.,
Oveis, Cohen, Gruber, Shiota, Haidt, & Keltner,
2009) and trait and state experiences of positive
emotion (DiPietro, Porges, & Uhly, 1992; Oveis et
al., 2009).
3.2.2 Research
Our lab first uncovered this effect by studying the
immersive properties of stories (Barraza & Zak,
2009; Barraza et al., 2015; Lin et al., 2013; Zak,
2015). This series of studies measured and
manipulated neural activity, showing that narratives
that sustain attention and generate emotional
resonance with the story's characters are judged as
more enjoyable, the information better remembered
weeks later, and are more likely to motivate prosocial
costly actions than those that lack one or both of these
responses. For instance, our DARPA (Defense
Advanced Research Projects Agency)-funded
research identified predicted costly actions after a
narrative with 82% accuracy in 2014 (Barraza, et al.,
2015).
The key, we found, is that both neural signatures
for attention and emotional resonance must be present
for costly actions to occur. We have measured
attention in a variety of ways, but an increase in heart
rate and/or in electrodermal activity are robust
measures of the energy expended to sustain attention.
Our research has shown that emotional resonance
corresponds to an oxytocin response measured in
blood samples that correlate with increases in vagal
tone as measured with an electrocardiogram (ECG).
4 TECHNOLOGY
In the last year, our lab has developed software that
uses wearable sensors to capture neural signals
associated with attention (increases in heart rate and
electrodermal activity) and vagal tone (increases in
heart rate variability). Our published research shows
that immersion predicts both individual and group
behaviors, not just intentions or other self-report
measures (Barraza et al., 2015; Zak, 2017). The
behaviors we have been able to accurately forecast
include: donations to charity, recall of brands and
information two weeks after viewing messages,
YouTube views, social media shares, and sales
bumps.
We are currently using off-the-shelf (OTS)
sensors for data collection and have built algorithms
to measure key neurologic variables by testing these
devices against research-grade peripheral neurologic
sensors. Our scalable sensor solution provides
algorithms that quantify one's immersion that varies
form 0-10, so everyone can understand it: higher
score means more immersion. Using advanced signal
processing techniques, we can now measure and
display immersion in real-time.
4.1 How It Works
Participants are invited to put a small sensor on a
stretchy band on a forearm. We call this the IN Band.
The IN Band can be hidden underneath one's shirt
sleeve or worn showing. The IN Band automatically
syncs to a PC or mobile device and collects
individualized, real-time immersion data from four
different signals associated with the brain's control of
the heart and gut. Our signal processing algorithms
show immersion data for one person or 100 within 10
seconds after activating the sensor. It will collect data
for up to 10 hours on a single charge. The cornerstone
algorithm is called the Immersion Quotient
TM
(IQ)
that shows second-by-second immersion while a
participant watches an ad, or shops, or attends a sales
training, or works.
4.2 Using Commercial Sensors
In the last year, our lab has developed a passive
wearable forearm sensor and software suite that will
allow us to capture the neurocorrelates of immersion
Measuring Immersion in Experiences with Biosensors - Preparation for International Joint Conference on Biomedical Engineering Systems
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in field experiments. The sensor uses the Valencell®
biometric chip which has been benchmarked for
providing above 99% reliability as compared to a
cardiac chest strap. A primary reason for our
investment in this new technology is to permit us to
run field experiments that provide ecologically valid
data to identify immersive experiences.
The problem with neuroscience techniques is they
are often uncomfortable, for example, having
participants lie in an intimidating and noisy MRI
scanner, or being poked with needles to draw blood,
or being wired up to a scary looking
electroencephalogram (EEG) machine. This is fine
for laboratory research, but limits the ability to
measure what real people do in real situations. Our
initial research on immersion was funded by the U.S.
Department of Defense and the U.S. Intelligence
Community and we were required to create
technologies that accurately predicted people's
behaviors and could be used anywhere--even a theater
of war.
We also needed to identify "robust" brain signals
to predict people's behavior. A serious problem in all
neuroscience studies is "signal extraction." Most of
what the brain does is keeping people upright,
breathing, and conscious. For any experience people
have, a small portion of brain activity is responding
to that stimulus. Over the course of 12 years, we very
methodically traced pathways in the brain using
functional MRI, drug infusions, and EEGs in order to
find brain signals that consistently measured people's
immersion in a message, ad, or experience, and
accurately predicted their subsequent actions,
including purchases, donations to charity, recall of
information, and social media shares.
The other problem one encounters when
measuring brain activity is that so much data is
collected, it is difficult to extract robust predictive
signals. "Robust" is a statistical term meaning that the
signal predicts in all or most settings. Scientists seek
to resolve the robustness problem by controlling the
environment (running experiments in laboratories),
using sophisticated equipment, and by using very
well-trained PhDs to process the "big data" that are
collected. From a business perspective, this means
that, for example, the neuromarketing studies Zak and
Barraza have been doing for businesses are
expensive, must be custom-designed for each client,
and take weeks to get results.
To resolve these issues, and build a large and
scalable solution for businesses, we focused on
building a scalable platform to provide a rapid
measure of neural immersion that could be used
outside the laboratory.
4.3 Creating a Platform
We have automated the signal processing by building
a software suite that measures immersion in real time.
It uses the off-shelf sensor wearable that wirelessly
collects immersion data from the peripheral nervous
system using our Immersion Quotient
TM
algorithm.
Our signal processing and predictive algorithms work
through in an online platform that clients use to
collect their own data. Our web interface means that
multiple events can be viewed by clients as they are
collected. Data are archived and can be downloaded
as data files for later detailed analyses and
comparison.
4.4 Real World Application Problems
Going with an off-shelf sensor and automated
algorithms comes with several potential problems.
The sensors are not as reliable or accurate in
measuring peripheral physiology as research grade
sensors. Moreover, there is greater data drop off and
motion artefact when collecting physiological data
outside the laboratory. Fortunately, wearable sensors
have vastly improved, even in the last five years, with
many sensor manufacturers competing on quality and
price. Moreover, the relatively low cost of the sensors
makes it feasible to collect data from hundreds of
people simultaneously.
Some concerns still exist, however. Wearable
sensors still need to consider light absorption issues
(e.g., skin tone) that may reduce signal fidelity. Also,
with the ease of use, there is the possibility of less
optimal placement by poorly trained users. As with
any wearable autonomic sensor, optical noise and
blood perfusion can introduce statistical noise into
measurement as well.
5 CONCLUSIONS
Immersive experiences are high valued but until
recently, could only be measured through unreliable
retrospective self-reports. Our development of a
wearable OTS sensor, paired with sophisticated
algorithms to process data and a simple-to-use
interface have produced the first passive real-time
immersion sensor. Our research team will be
exploring the many ways such a sensor can be used,
from marketing and messaging, to employee
motivation, to health and welfare in order to create
more engaging and valuable experiences for
consumers.
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REFERENCES
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