AVATAR

头像
  • 文章类型: Journal Article
    游戏化身可以影响用户的态度和行为,并表现为变形杆菌效应。本研究检查了571名游戏玩家的变形杆菌效应及其与无序游戏和体育活动的关联。潜在类别分析确定了三个配置文件:不受影响的游戏玩家,情绪感知影响游戏玩家(变形杆菌效应最高),和情绪行为影响游戏玩家(中度变形杆菌效应)。与其他概况相比,高变形杆菌效应组在基线和6个月时表现出显著更高的游戏障碍症状。变形杆菌效应谱在身体活动水平上没有显着差异。然而,随着时间的推移,更高的无序游戏和变形杆菌效应预示着更低的活动。强变形杆菌效应组的化身沉浸可能会增加游戏障碍的风险。对于未受影响的游戏玩家的最小化身影响似乎具有保护性。虽然变形杆菌效应谱与活性没有直接关系,放大的无序游戏会减少活跃的生活方式。总的来说,研究结果表明,化身如何通过变形杆菌引起的变化来差异影响游戏玩家的体验和功能。
    Gaming avatars can influence users\' attitudes and behaviors and manifest as the proteus effect. The present study examined proteus effect profiles among 571 gamers and their associations with disordered gaming and physical activity. Latent class analysis identified three profiles: non-influenced gamers, emotion-perception influenced gamers (highest proteus effect), and emotion-behavior influenced gamers (moderate proteus effect). The high proteus effect group exhibited significantly higher gaming disorder symptoms at baseline and 6 months compared to other profiles. Proteus effect profiles did not significantly differ in physical activity levels. However, higher disordered gaming and proteus effect predicted lower activity over time. The strong proteus effect group\'s avatar immersion may increase gaming disorder risks. Minimal avatar influence for the non-influenced gamers appears protective. While proteus effect profiles do not directly relate to activity, amplified disordered gaming can reduce active lifestyles. Overall, findings demonstrate how avatars differentially affect gamers\' experiences and functioning through proteus-induced changes.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    Proteus效应是在60多项研究中发现的一种现象,人们倾向于在行为上符合他们的化身身份特征。尤其是在虚拟现实中。这项研究扩展了对Proteus效应的研究,以考虑代表组织的化身和厌恶女性的行为结果。实验室实验中的男性参与者(N=141)体现了一组经过预先测试的化身,这些化身与大学吉祥物的关联程度不同(即,颜色和身体类型)在定制的虚拟现实模拟中,旨在引发厌恶女性的行为。即,参与者被指示将一只手放在虚拟代理的身体部位,包括臀部(即,过犯的厌恶女性行为)。遵守触摸代理人臀部的指示的时间延迟是对这种厌恶女性行为的抵抗力的隐含度量。结果表明,在中等男性身体大小的化身用户中,那些体现与大学色彩相关的化身的人表现出更多的厌恶女性的行为(即,更快的臀部触摸)。出乎意料的是,这种效果的化身颜色是不明显的超男性的身体大小的化身,在与大学相关的颜色条件下,男性过多的体型与较少的厌恶女性行为相关。这些发现表明,代表组织的化身可能会导致行为符合与组织相关的内隐态度,比如厌女症。
    The Proteus effect is a phenomenon found in over 60 studies where people tend to conform behaviorally to their avatars\' identity characteristics, especially in virtual reality. This study extends research on the Proteus effect to consider organization-representing avatars and misogynistic behavioral outcomes. Male participants (N = 141) in a lab experiment embodied a set of pretested avatars which varied in level of association with a university mascot (i.e., color and body type) in a bespoke virtual reality simulation designed to elicit misogynistic behavior. Namely, participants were directed to place a hand on virtual agents\' body parts, including the buttocks (i.e., a transgressive misogynistic act). Time delay in complying with directions to touch the agents\' buttocks served as an implicit measure of resistance to this misogynistic behavior. Results suggest that within moderately masculine body-size avatar users, those who embodied a university-color-associated avatar exhibited more misogynistic behaviors (i.e., faster buttocks-touching). Unexpectedly, this effect of avatar color was not apparent within the hypermasculine body-size avatars, and within the university-associated color condition, hypermasculine body-type was associated with less misogynistic behavior. These findings suggest that organization-representing avatars may induce behavioral conformity to implicit attitudes associated with the organization, such as misogyny.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    人类的面部特征(眼睛,鼻子,和嘴)允许我们与他人交流。观察面孔会引发生理反应,包括瞳孔扩张。尽管如此,尚未阐明视觉刺激的社交和运动内容对瞳孔反应性的相对影响。用眼动仪记录了30名18至33岁的成年人。我们分析了与事件相关的瞳孔扩张对沿着社会显著性梯度分布的刺激的反应(非社会到社会,从对象到化身再到真实面孔)和动态性(静态到微观到宏观运动)。与非社会刺激(物体)相比,瞳孔对社会(面孔和化身)的反应更大。令人惊讶的是,化身的反应更大。与静态相比,响应宏观运动的瞳孔扩张也更大。在量化每个刺激的真实运动量之后,我们发现运动量越高,瞳孔扩大越大。然而,对于社会刺激,这种关系的斜率并不高。总的来说,瞳孔扩张对运动的真实量比对运动的社会成分更敏感,强调生态刺激的相关性。对面部的生理反应来自运动和社会处理的特定贡献。
    Human facial features (eyes, nose, and mouth) allow us to communicate with others. Observing faces triggers physiological responses, including pupil dilation. Still, the relative influence of social and motion content of a visual stimulus on pupillary reactivity has never been elucidated. 30 adults aged 18 to 33 years old were recorded with an eye tracker. We analyzed the event-related pupil dilation in response to stimuli distributed along a gradient of social salience (non-social to social, going from objects to avatars to real faces) and dynamism (static to micro to macro-motion). Pupil dilation was larger in response to social (faces and avatars) compared to non-social stimuli (objects), with surprisingly a larger response for avatars. Pupil dilation was also larger in response to macro-motion compared to static. After quantifying each stimulus\' real quantity of motion, we found that the higher the quantity of motion, the larger the pupil dilated. However, the slope of this relationship was not higher for social stimuli. Overall, pupil dilation was more sensitive to the real quantity of motion than to the social component of motion, highlighting the relevance of ecological stimulations. Physiological response to faces results from specific contributions of both motion and social processing.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 暂无摘要。
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    协作机器人在许多应用领域的广泛普及导致了对用于远程操作控制的直观有效解决方案的需求。阻抗控制器已经承担了远程操作中的相关角色,允许在交互过程中增加稳定性和准确性。本文旨在测试一种基于阻抗控制器的遥操作方法,即远程阻抗控制,这在非结构化环境中是可用的,因为它只依赖于可穿戴传感器。所提出的解决方案映射了人类用户的关节刚度和位置,通过六个EMG和两个M-IMU传感器计算,进入远程系统进行远程操作。我们开发了一个涉及虚拟物理交互的2-DoF虚拟任务,以将我们的解决方案的性能与传统的基于位置的控制器之一进行比较。这项研究是对五名健康的参与者进行的,在两个不同的会话中经历了两个控制器。事实证明,远距阻抗方法比基于位置的方法对物理要求更低,更直观。实验数据还使我们能够研究志愿者在远程互动的情况下采用的策略,同时使用两个控制器。值得注意的是,即使使用位置控制器,对象阻抗的变化对虚拟臂没有影响,参与者仍然倾向于调节自己手臂的阻抗和位置。
    The broad spread of cooperative robots into many application domains has resulted in a demand for intuitive and effective solutions for teleoperated control. A relevant role in teleoperation has been assumed by impedance controllers, that allow the increase of stability and accuracy during interaction. This paper aims to test a teleoperation method based on an impedance controller, namely tele-impedance control, that is usable in unstructured environments since it relies only on wearable sensors. The proposed solution maps the joint stiffness and position of the human user, computed through six EMG and two M-IMU sensors, into the remote system to be teleoperated. We developed a 2-DoFs virtual task involving virtual physical interactions to compare the performance of our solution with the one of a traditional position-based controller. The study has been conducted on five healthy participants, who experienced both controllers in two different sessions. The tele-impedance approach has proved to be less physically demanding and more intuitive than the position-based one. Experimental data also allow us to investigate the strategy employed by the volunteers in the case of remote interactions, while using the two controllers. Of note, even though with the position controller the variation of subject impedance has no effect on the virtual arm, participants still tend to regulate both impedance and position of their own arm.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    电子健康(eHealth)已广泛用于慢性病管理。先前的研究集中在基于时间的提醒上,作为促进行为改变意图的线索,忽略了通过其他线索类型的自动线索-行为关联的发展。
    因此,这项研究利用化身外观作为基于视觉的提示,以帮助建立外观转换和健康行为之间的自动关联,以形成无意的习惯。
    为了更好地了解用户对应用化身外观变化以发展高血压患者的提示行为关联的态度和经验。在14天的实验中招募了15名参与者。在排除了一名退出实验的参与者之后,其他人被随机分为两组.一组由基于视觉的提示(虚拟植物)和基本行为改变技术(BCT)组成。另一组仅包括基础BCT。态度和经验结果是通过访谈收集的,定性数据采用专题分析法进行分析。
    57%的参与者被诊断患有高血压超过五年,超过50%的参与者有使用移动应用程序或可穿戴设备的经验。66%的参与者每周进行3次以上的体育锻炼。结果表明,定制的基于时间的提醒,血压监测,每日饮食摄入量是最有吸引力的特征。此外,高血压参与者对化身外观持积极态度,作为一种基于视觉的线索来发展线索-行为关联,这增强了自我管理的动机。
    这项研究提出了一种基于视觉的习惯形成线索设计,并进行了一种定性方法来探索高血压患者的感知。这些发现提供了从用户角度对高血压患者对基于视觉的线索的态度以及对化身外观与健康行为之间的联系进行自我管理的感知的见解。随后的讨论提出了从意图形成习惯的电子健康设计指南,自动提示-行为关联,和自我管理的观点。
    UNASSIGNED: Electronic health (eHealth) has been widely adopted in chronic disease management. Prior studies focused on time-based reminders as a cue to facilitate behavior change intentions, ignoring the development of automatic cue-behavior associations via other cue types.
    UNASSIGNED: Hence, this study utilized avatar appearance as a visual-based cue to help establish the automatic association between appearance transformation and health behavior to form habits without intention.
    UNASSIGNED: To better understand users\' attitudes and experiences toward applying changes in avatar appearance to develop cue-behavior associations for hypertensive patients. Fifteen participants were recruited in a 14-day experiment. After excluding one participant who dropped out of the experiment, others were randomly assigned to two groups. One group consisted of a visual-based cue (a virtual plant) and basic behavior change techniques (BCTs). The other group only included basic BCTs. Attitudes and experience outcomes were collected by interview, and qualitative data were analyzed using thematic analysis.
    UNASSIGNED: 57% of participants had been diagnosed with hypertension for more than five years, and more than 50% of participants have experience using mobile apps or wearables. 66% of participants did physical activity more than three times every week. The result shows that tailored time-based reminders, blood pressure monitoring, and daily dietary intake were the most attractive features. Additionally, hypertensive participants have positive attitudes toward avatar appearance as a visual-based cue to develop cue-behavior association, which enhances self-management motivation.
    UNASSIGNED: This study proposes a visual-based cue design for habit formation and conducts a qualitative method to explore hypertensive patients\' perceptions. The findings offer insights from user\'s perspectives into hypertensive patients\' attitudes toward visual-based cues and perception of the connection between avatar appearance and health behavior for self-management. Subsequent discussions present eHealth design guidelines of habit formation from intention, automatic cue-behavior association, and self-management perspectives.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    目标:尽管大数据在职业卫生领域的兴起为跨领域研究提供了新的机会,他们提出了数据的隐私和安全问题,特别是在连接保险领域的敏感数据时,职业健康或赔偿要求。我们的目标是验证一个大型的,通过比较三个独立选择的结局之间的关联,从CONSTANCES队列开发的盲合成数据库,和各种曝光。
    方法:从CONSTANCES队列中,使用头像方法(Octopize)构建了一个大型合成数据集,该数据集对于主要或次要数据用途是不可知的.选择了三个主要的兴趣分析来比较原始数据集和化身数据集之间的关联:中风的风险(任何中风,和中风的亚型),膝关节疼痛的风险和与膝关节疼痛相关的局限性。计算了Logistic模型,并对配对比值比(OR)进行了定性比较。
    结果:原始和头像数据集都包括162,434个观察值和19个相关变量。在计算的172个配对的原始/化身OR上,包括性别的分层分析,超过77%的比较有OR差异≤0.5,少于7%的比较有统计学意义的关联差异,科恩的卡帕系数为0.80。
    结论:这项研究显示了在特定的职业健康领域中使用化身方法创建的合成数据库的灵活性和多种用法,可以在开放获取中共享,而不会冒重新识别和隐私问题的风险,并有助于为重返工作岗位等复杂现象带来新的见解。
    OBJECTIVE: Though the rise of big data in the field of occupational health offers new opportunities especially for cross-cutting research, they raise the issue of privacy and security of data, especially when linking sensitive data from the field of insurance, occupational health or compensation claims. We aimed to validate a large, blinded synthesized database developed from the CONSTANCES cohort by comparing associations between three independently selected outcomes, and various exposures.
    METHODS: From the CONSTANCES cohort, a large synthetic dataset was constructed using the avatar method (Octopize) that is agnostic to the data primary or secondary data uses. Three main analyses of interest were chosen to compare associations between the raw and avatar dataset: risk of stroke (any stroke, and subtypes of stroke), risk of knee pain and limitations associated with knee pain. Logistic models were computed, and a qualitative comparison of paired odds ratio (OR) was made.
    RESULTS: Both raw and avatar datasets included 162,434 observations and 19 relevant variables. On the 172 paired raw/avatar OR that were computed, including stratified analyses on sex, more than 77% of the comparisons had a OR difference ≤0.5 and less than 7% had a discrepancy in the statistical significance of the associations, with a Cohen\'s Kappa coefficient of 0.80.
    CONCLUSIONS: This study shows the flexibility and the multiple usage of a synthetic database created with the avatar method in the particular field of occupational health, which can be shared in open access without risking re-identification and privacy issues and help bring new insights for complex phenomenon like return to work.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    许多青春期女性在网上很活跃,通过不断发展的社交媒体技术寻找创造性的表达方式。社交虚拟世界(SVW)以广泛的头像定制功能而著称,为他们提供独特的机会来制作虚拟身份并探索自我展示的各个方面。本研究调查了Zepeto的青春期女性化身的构造,基于韩国的全球SVW平台。采用社会表征理论(SRT)作为理论框架,这项研究对青少年女性Zepeto用户进行了深入访谈,以揭示他们对SVW中头像创建背后的看法和动机,以及探索虚拟和现实世界的相互作用如何为他们带来各种机遇和挑战。虽然SVW的前景仍然不确定,研究这些年轻用户如何解释和体验SVW有助于确定增强这些平台可持续性的潜在策略。
    Many adolescent females are active online, finding creative ways to express themselves through evolving social media technologies. Social virtual worlds (SVWs), distinguished by extensive avatar customization features, provide them with unique opportunities to craft virtual identities and explore diverse facets of self-presentation. This study investigates adolescent females\' construction of avatars in Zepeto, a South Korea-based global SVW platform. Employing social representation theory (SRT) as a theoretical framework, this study conducted in-depth interviews with adolescent female Zepeto users to uncover their perceptions of and motivations behind avatar creation in SVWs, as well as to explore how the interplay of virtual and real worlds presents them with various opportunities and challenges. While the prospects of SVWs remain uncertain, examining how these young users interpret and experience SVWs contributes to identifying potential strategies to enhance the sustainability of these platforms.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    暂无摘要。
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:这项研究评估了混合SSVEP+P300脑机接口(BCI)在虚拟现实(VR)游戏环境(VRBCI)中控制化身运动的可行性。现有的VR+BCI游戏环境有局限性,比如视觉疲劳,较低的通信速率,最低精度,系统舒适度差。因此,需要一种优化的混合BCI系统,其可以同时在皮质中引起最强的P300和SSVEP电位。
    方法:将BCI耳机与VR耳机耦合以生成VR+BCI环境。作者开发了一个VR游戏,在BCI耳机的帮助下,使用用户的皮层反应控制化身的移动。在所提出的系统中使用了专门设计的视觉刺激,以引起用户大脑的最强反应。所提出的系统还包括听觉反馈机制以促进精确的化身移动。
    结论:常规P300BCI和SSVEPBCI也用于控制化身的运动,并将它们的性能指标与拟议系统的性能指标进行了比较。结果表明,混合SSVEPP300BCI系统在控制化身运动方面优于其他系统。
    This research evaluated the feasibility of a hybrid SSVEP + P300 brain computer interface (BCI) for controlling the movement of an avatar in a virtual reality (VR) gaming environment (VR + BCI). Existing VR + BCI gaming environments have limitations, such as visual fatigue, a lower communication rate, minimum accuracy, and poor system comfort. Hence, there is a need for an optimized hybrid BCI system that can simultaneously evoke the strongest P300 and SSVEP potentials in the cortex.
    A BCI headset was coupled with a VR headset to generate a VR + BCI environment. The author developed a VR game in which the avatar\'s movement is controlled using the user\'s cortical responses with the help of a BCI headset. Specifically designed visual stimuli were used in the proposed system to elicit the strongest possible responses from the user\'s brain. The proposed system also includes an auditory feedback mechanism to facilitate precise avatar movement.
    Conventional P300 BCI and SSVEP BCI were also used to control the movements of the avatar, and their performance metrics were compared to those of the proposed system. The results demonstrated that the hybrid SSVEP + P300 BCI system was superior to the other systems for controlling avatar movement.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

公众号