Presence

存在
  • 文章类型: Journal Article
    本研究调查了虚拟现实(VR)游戏中的心理机制,关注品格道德之间的相互作用,自我归因,存在,内疚,内疚以及它们对玩家享受的集体影响。基于情感倾向理论,它假设玩家对角色的道德判断会显著影响他们对VR叙事的参与和享受。
    对97名参与者进行了后测实验,以通过自我归因的调解来检查性格道德对罪恶感的影响,以及这些因素如何影响玩家在VR游戏中的存在感和整体享受。
    研究结果表明,自我归因在性格道德和内疚之间的关系中起着显著的中介作用。此外,存在感增强了乐趣,具有更强的“在那里”的感觉,放大了球员道德决定的情感影响。
    这项研究强调了在VR游戏背景下自我归因的完全中介效应,强化玩家对道德困境的情绪反应。结果表明,VR游戏设计师应该考虑游戏叙事和角色行为的道德含义,以创造更具情感吸引力和道德反思的游戏体验。这些见解对VR游戏设计和道德具有重要意义,促进玩家之间更大的道德敏感性。
    UNASSIGNED: This study investigates the psychological mechanisms in virtual reality (VR) games, focusing on the interplay between character morality, self-attribution, presence, guilt, and their collective impact on player enjoyment. Based on Affective Disposition Theory, it hypothesizes that players\' moral judgments of characters significantly affect their engagement and enjoyment of VR narratives.
    UNASSIGNED: A post-test between-subjects experiment was conducted with 97 participants to examine the influence of character morality on guilt through the mediation of self-attribution, and how these factors affect players\' sense of presence and overall enjoyment in VR games.
    UNASSIGNED: The findings indicate that self-attribution significantly mediates the relationship between character morality and guilt. Additionally, the sense of presence enhances enjoyment, with a stronger sense of \'being there\' amplifying the emotional impact of players\' moral decisions.
    UNASSIGNED: This study highlights the full mediating effect of self-attribution in the context of VR gaming, intensifying players\' emotional responses to moral dilemmas. The results suggest that VR game designers should consider the moral implications of game narratives and character actions to create more emotionally engaging and ethically reflective gaming experiences. These insights have significant implications for VR game design and ethics, promoting greater ethical sensitivity among players.
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  • 文章类型: Journal Article
    通过模糊数字现实和物理现实之间的界限,增强现实(AR)正在改变消费者对自己和环境的看法。这篇综述展示了AR以深刻的方式影响心理和行为的能力。我们首先提供一个简明的AR介绍,考虑到它的技术,实用,和理论性质。接下来,我们展示了一组多学科的最新研究,探讨AR对心理过程和行为结果的影响。最后,我们提供了一些潜在的未来研究方向,旨在加深我们对AR体验的心理和行为含义的理解。
    By blurring the boundaries between digital and physical realities, Augmented Reality (AR) is transforming consumers\' perceptions of themselves and their environments. This review demonstrates AR\'s capacity to influence psychology and behavior in profound ways. We begin by providing a concise introduction to AR, considering its technical, practical, and theoretical properties. Next, we showcase a multi-disciplinary set of recent studies that explore AR\'s impact on psychological processes and behavioral outcomes. We conclude by offering a selection of potential future research directions designed to deepen our understanding of the psychological and behavioral implications of AR experiences.
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  • 文章类型: Journal Article
    与面对面的特里尔社会压力测试(TSST)相比,虚拟现实(VR)变体降低了资源强度并改善了标准化,但以较小的效应大小引起了压力。然而,更高的皮质醇反应性给予更多的沉浸式TSST-VRs。沉浸感取决于VR系统,但是感知到的沉浸感可能是暴露于,或与VR互动。我们调查了对开放可访问的OpenTSSTVR的应激反应是否可以通过事先暴露于VR中完成的感觉运动游戏而增强,这是通过增加沉浸感来介导的。因此,N=58名健康参与者接受了OpenTSSTVR或其内置对照条件(安慰剂TSST-VR,pTSST-VR)。事先,参与者在VR或现实生活中完成了感觉运动游戏。压力是通过自我报告来测量的,唾液皮质醇浓度,和唾液α-淀粉酶(sAA)活性。使用Igroup存在问卷(IPQ)评估感知沉浸感。TSST-VR组的主观应激高于pTSST-VR组。即使曲线下面积测量表明TSST-VR和pTSST-VR之间的皮质醇水平存在显着差异,这一效应未在综合分析中得到证实.同样,sAA对压力无反应。我们的数据表明OpenTSSTVR不能可靠地触发生理应激反应。同样,参与者在暴露于TSST-VR之前玩VR游戏没有表现出增强的应激反应性.重要的是,玩VR游戏并没有导致沉浸感增加(由IPQ表示),要么。我们研究得出的关键问题是,与面对面的TSST相比,哪种操作可能会对TSST-VR产生可比的应激反应。
    Compared to the in-person Trier Social Stress Test (TSST), virtual reality (VR) variants reduce resource-intensity and improve standardization but induce stress with smaller effect sizes. However, higher cortisol reactivity is given for more immersive TSST-VRs. Immersivity depends on the VR-system, but perceived immersion may be targeted by exposure to, or interaction with the VR. We investigated whether stress reactivity towards the openly accessible OpenTSST VR can be enhanced by prior exposure to a sensorimotor game completed in VR as mediated by increased immersion. Therefore, N = 58 healthy participants underwent the OpenTSST VR or its inbuilt control condition (placebo TSST-VR, pTSST-VR). Beforehand, participants completed a sensorimotor game either in VR or in real life. Stress was measured by means of self-reports, salivary cortisol concentrations, and salivary alpha-amylase (sAA) activity. Perceived immersion was assessed with the Igroup Presence Questionnaire (IPQ). The TSST-VR-group showed higher subjective stress than the pTSST-VR-group. Even though area under the curve measures indicated significant differences in cortisol levels between TSST-VR and pTSST-VR, this effect was not replicated in omnibus-analyses. Likewise, sAA was not responsive to stress. Our data suggests the OpenTSST VR does not reliably trigger physiological stress reactivity. Likewise, participants playing the VR-game before exposure to the TSST-VR did not show enhanced stress reactivity. Importantly, playing the VR-game did not lead to increased immersion (indicated by the IPQ), either. The key question resulting from our study is which manipulation may be fruitful to obtain a comparable stress response toward the TSST-VR compared to the in-person TSST.
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  • 文章类型: Journal Article
    目的:存在是虚拟现实中用户体验的一个重要方面。它对应于物理上位于虚拟环境中的错觉。这种感觉通常是通过破坏存在的问卷来衡量的,是主观的,不允许实时测量。脑电图(EEG),测量大脑活动,越来越多地用于监控用户的状态,尤其是沉浸在虚拟现实中。
    方法:在本文中,我们提出了一种评估存在的方法,通过EEG怪球范例来衡量对真实环境的关注。使用存在中断(BiP),这个实验方案构成了一种研究存在的生态方法,因为在相同的虚拟环境中体验到不同级别的存在。
    结果:通过分析18名参与者的脑电图数据,对怪胎的神经生理反应显着增加,即,P300振幅,与高存在条件相比,在低存在条件下发现。该幅度与自我报告的存在度量显着相关。使用黎曼几何进行单试验分类,我们提出了一种分类算法,在检测两个存在条件之间具有79%的准确率。
    结论:总之,我们的结果促进了使用EEG和oddball刺激来离线或实时监测存在,而不会中断虚拟环境中的用户。
    Objective.Presence is an important aspect of user experience in virtual reality (VR). It corresponds to the illusion of being physically located in a virtual environment (VE). This feeling is usually measured through questionnaires that disrupt presence, are subjective and do not allow for real-time measurement. Electroencephalography (EEG), which measures brain activity, is increasingly used to monitor the state of users, especially while immersed in VR.Approach.In this paper, we present a way of evaluating presence, through the measure of the attention dedicated to the real environment via an EEG oddball paradigm. Using breaks in presence, this experimental protocol constitutes an ecological method for the study of presence, as different levels of presence are experienced in an identical VE.Main results.Through analysing the EEG data of 18 participants, a significant increase in the neurophysiological reaction to the oddball, i.e. the P300 amplitude, was found in low presence condition compared to high presence condition. This amplitude was significantly correlated with the self-reported measure of presence. Using Riemannian geometry to perform single-trial classification, we present a classification algorithm with 79% accuracy in detecting between two presence conditions.Significance.Taken together our results promote the use of EEG and oddball stimuli to monitor presence offline or in real-time without interrupting the user in the VE.
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  • 文章类型: Journal Article
    在数字经济时代,利用数字媒体培养游客的亲环境行为意向(TPEBI)已成为可持续旅游领域的关键。虽然现有的研究主要集中在物理旅游环境中TPEBI的驱动机制,数字媒体信息共享与TPEBI之间的相关性尚不清楚.我们的研究采用认知-情感-意欲框架来构建理论模型,将生态内疚和对自然的同情视为中介变量。目的从存在的角度探讨数字媒体对TPEBI目的地环境信息共享的影响机制。因此,设计了两个情景实验:研究1检查了数字媒体上不同格式的目的地环境威胁信息呈现对存在感的影响,研究2根据研究1的结论探讨了存在对TPEBI的影响机制。结果表明,(1)目的地环境威胁信息在数字媒体上的生动和可见的呈现格式增强了个人的存在感;(2)存在感积极影响TPEBI;(3)生态内和对自然的同情在存在和TPEBI之间进行调解。这些发现不仅有助于可持续旅游中数字媒体信息共享的理论和实证研究,而且还为政府和旅游目的地通过数字媒体有效刺激TPEBI提供指导。实现目的地的可持续发展。
    In the digital economy era, leveraging digital media to foster tourists\' pro-environmental behavioral intention (TPEBI) has become crucial in the field of sustainable tourism. While existing studies have mainly focused on the driving mechanism of TPEBI within physical tourism contexts, the correlation between digital media information sharing and TPEBI remains unclear. Our study employs the cognitive-affective-conative framework to construct a theoretical model, considering eco-guilt and empathy with nature as mediating variables. It aims to explore the influencing mechanism of destination environmental information sharing through digital media on TPEBI from a presence perspective. Thereby, two scenario experiments were designed: Study 1 examined the impact of different formats of destination environmental threat information presentation on digital media on the sense of presence, while Study 2 explored the influencing mechanism of presence on TPEBI based on the conclusions of Study 1. Results indicate that (1) vivid and visible presentation formats of destination environmental threat information on digital media enhance individuals\' sense of presence; (2) sense of presence positively influences TPEBI; and (3) eco-guilt and empathy with nature mediate between presence and TPEBI. These findings not only contribute to theoretical and empirical research on digital media information sharing in sustainable tourism but also offer guidance for governments and tourism destinations to effectively stimulate TPEBI through digital media, achieve the sustainable development of destinations.
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  • 文章类型: Journal Article
    本研究的目标是在现实的生活森林模拟器的背景下测试与反馈相关的信号在学习森林生态系统中的作用,在农业学生的IVR条件下。两种信号模式,对应于两个信令级别,进行了调查:森林元素的视觉闪烁(树种,植物,鲜花,真菌,湿区等.)和标记石,两者都带有弹出窗口中的文本,在2x2实验计划中。
    一所农业技术高中的93名学生必须探索(包括身体),询问(搜索)和选择(使用操纵杆)在三个活林区(在视觉上界定在更广泛的森林区域内)中的森林的相关元素,以便选择(并证明)最佳区域,在这三个人中,其中一个设备齐全的公共旅游接待地点(野餐,休息,接待处)可以建。选定的地点必须对森林生态系统及其随时间发展的负面影响最小。在他们的决定(和理由)之后,他们得到了一系列VR桌面多媒体幻灯片的反馈,显示了这种选择对所选区域生态系统的影响。反馈后,他们必须决定并再次证明他们是否会改变或维持他们的第一个决定。最后,还使用了主观量表来调查存在,认知复杂性,疾病和整体享受。
    结果显示两种信号水平的显著正效应,以及正确决策答案的反馈。Further,组合,互动,在信号和反馈之间似乎增强了,从内存中激活和检索,与任务相关的概念。此外,结果表明,存在对决策绩效有显著的积极影响(中等规模),一个与浸入原理一致的发现。
    UNASSIGNED: The goal of the present study was to test the effect of signaling associated with feed-back in learning forest ecosystems in the context of realistic living forest simulator, in IVR conditions for students in agriculture. Two signaling modalities, corresponding to two signaling levels, were investigated: visual flashing of forest elements (tree species, plants, flowers, fungi, wet-areas etc.) and marker-stones, both with text in pop-up windows, in a 2x2 experimental plan.
    UNASSIGNED: Ninety-three pupils of an agricultural technological high school had to explore (including physically), interrogate (search for) and select (using the joysticks) relevant elements of the forest in three living forest areas (visually delimited inside of a broader forest area) in order to choose (and justify) the best area, among the three, in which an equipped public-tourist reception site (picnic, resting, reception site) could be built. The chosen site must have the least possible negative impact on the ecosystem of the forest and its development over time. After their decision (and justification) they were provided a feed-back with a series of VR desktop multimedia slides showing the effect of this choice on the ecosystem of the chosen area. After the feed-back they had to decide and justify again whether they would change or maintain their first decision. Finally, subjective scales were also used in order to investigate presence, cognitive complexity, sickness and overall enjoyment.
    UNASSIGNED: Results showed significant positive effects of both signaling levels, and of the feed-back on the correct decision answers. Further, the combination, and interaction, between signaling and feedback seemed to enhance, the activation and retrieval from memory, of the task-relevant concepts. In addition, the results indicated a significant positive effect (medium size) of presence on decision performances, a finding which is consistent with the immersion principle.
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  • 文章类型: Journal Article
    这个社区案例研究了智能扬声器在解决居住在辅助住宿中的最年长的老年人的孤独感方面的潜在好处。该计划是由受支持的住宿提供商与一家技术公司之间的合作建立的,目的是探索智能扬声器减轻居民孤独感的可行性。在以后的生活中,孤独往往伴随着一个不断缩小的社交圈,失去配偶或残疾增加。85岁及以上的人越来越有可能经历这些生活事件,导致社会孤立和孤独的风险增加。五个老人,平均年龄90岁,谁住在支持的住宿,他们给了一个智能扬声器8周,以检查他们与语音助手的体验。五名老年人的经历作为案例研究进行了探索,每个人在收到智能扬声器之前和之后都接受了采访。所有五个人都很重视他们的智能扬声器,认识到它解决孤独的潜力,想保留它.三个最孤独的人报告说,他们的聪明的说话者通过两种机制使他们感到不那么孤独和孤立:(i)创造存在和(ii)对自己的处境有一定的控制。虽然只是一个小小的研究,这些经验表明,为孤独和孤立的老人提供智能扬声器,可能是在社区环境中帮助对抗孤独的一种方法。
    This community case study examined the potential benefits of smart speakers to tackle loneliness in the oldest old adults living in supported accommodation. The program was established as a collaboration between the supported accommodation provider and a technology company to explore the feasibility of smart speakers to alleviate resident loneliness. Loneliness in later life often accompanies a shrinking social circle, loss of a spouse or increased disability. People aged 85 years of age and over are increasingly likely to experience these life events, leading to an increased risk of social isolation and loneliness. Five older people, mean age 90 years of age, who resided in supported accommodation, were given a smart speaker for 8 weeks to examine their experience with the voice assistant. The experiences of the five older adults are explored as case studies, with each person interviewed both before and after receiving the smart speaker. All five valued their smart speaker, recognised its potential for tackling loneliness, and wanted to keep it. The three most lonely individuals reported that their smart speaker made them feel less lonely and isolated through two mechanisms: (i) creating a presence and (ii) having some control over their situation. Although only a small study, these experiences suggest providing smart speakers for lonely and isolated oldest-old people, could be one way to help combat loneliness in community settings.
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  • 文章类型: Journal Article
    这项工作扩展了对VR体验质量评估的现有理解。历史上,VR质量集中在存在和沉浸上,但是当前的论述强调真实性和可信度是逼真的关键,可信的VR然而,这两个概念经常混为一谈,导致混乱。本文提出将它们视为真实性的子集,并提出了一个结构化的层次结构,描述了它们的差异和联系。此外,连贯性和一致性被呈现为整合内部和外部逻辑的互补质量函数。本文考虑了VR内部真实性体验中的质量形成,强调以精确的质量特征区分真实性对于准确评估至关重要。评估质量需要一种跨感知的整体方法,认知,和情感因素。该模型为评估VR体验质量提供了理论依据。
    This work expands the existing understanding of quality assessments of VR experiences. Historically, VR quality has focused on presence and immersion, but current discourse emphasizes plausibility and believability as critical for lifelike, credible VR. However, the two concepts are often conflated, leading to confusion. This paper proposes viewing them as subsets of authenticity and presents a structured hierarchy delineating their differences and connections. Additionally, coherence and congruence are presented as complementary quality functions that integrate internal and external logic. The paper considers quality formation in the experience of authenticity inside VR emphasizing that distinguishing authenticity in terms of precise quality features are essential for accurate assessments. Evaluating quality requires a holistic approach across perceptual, cognitive, and emotional factors. This model provides theoretical grounding for assessing the quality of VR experiences.
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  • 文章类型: Journal Article
    这篇评论文章在2023年被ISPNE授予DirkHellhammer奖。它从历史角度探讨了压力源和压力之间的动态关系,以及通过虚拟现实(VR)对压力研究未来的愿景。我们引入了合胞体的概念,“一个可渗透的边界,模糊了压力和压力源之间的区别,为了理解为什么压力生物学领域继续不足以单独测量压力作为外部压力源的代理。使用虚拟现实(VR)作为一个说明性的例子来解释压力源的黑匣子,我们检查“沉浸”和“存在”之间的区别,作为压力源和压力的类似术语,分别。我们认为,不幸的是,传统的压力测量和评估理论的心理学方法在量化压力源的力量方面不足,导致反向因果关系谬误。Further,负担能力的概念被引入作为一种生态或整体工具来衡量和设计压力源的力量,弥合外部环境与个体对压力的生理反应之间的差距。负担还可以通过整合生态相互依存关系来改善压力评估中的缺陷。通过结合VR和心理生物学措施,本文旨在揭示应激源-应激合胞体的复杂性,强调评估内部和外部方面的必要性,以获得压力生理学的整体理解,并摆脱反向因果关系推理。我们发现,VR的效用超越了存在,包括基于负担的沉浸措施,可以有效地模拟应力源。未来的研究应该优先开发可以测量沉浸和存在的工具,从而更全面地了解外部压力源如何与个体心理状态相互作用。
    This review article was awarded the Dirk Hellhammer award from ISPNE in 2023. It explores the dynamic relationship between stressors and stress from a historical view as well as a vision towards the future of stress research via virtual reality (VR). We introduce the concept of a \"syncytium,\" a permeable boundary that blurs the distinction between stress and stressor, in order to understand why the field of stress biology continues to inadequately measure stress alone as a proxy for the force of external stressors. Using Virtual Reality (VR) as an illustrative example to explicate the black box of stressors, we examine the distinction between \'immersion\' and \'presence\' as analogous terms for stressor and stress, respectively. We argue that the conventional psychological approaches to stress measurement and appraisal theory unfortunately fall short in quantifying the force of the stressor, leading to reverse causality fallacies. Further, the concept of affordances is introduced as an ecological or holistic tool to measure and design a stressor\'s force, bridging the gap between the external environment and an individual\'s physiological response to stress. Affordances also serve to ameliorate shortcomings in stress appraisal by integrating ecological interdependencies. By combining VR and psychobiological measures, this paper aims to unravel the complexity of the stressor-stress syncytium, highlighting the necessity of assessing both the internal and external facets to gain a holistic understanding of stress physiology and shift away from reverse causality reasoning. We find that the utility of VR extends beyond presence to include affordance-based measures of immersion, which can effectively model stressor force. Future research should prioritize the development of tools that can measure both immersion and presence, thereby providing a more comprehensive understanding of how external stressors interact with individual psychological states.
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  • 文章类型: Journal Article
    近年来,Metaverse平台已在全球范围内普及。这种受欢迎程度的增加也加剧了人们对安全的担忧,因为针对儿童和青少年的虚拟性侵犯正在上升。由于这种虚拟犯罪的不确定后果导致当前监管框架中的空白,隐喻中的性虐待问题正变得越来越有争议。根据对Zepeto女性用户的在线调查(n=343),一个隐喻的社交网络平台,用户与他人互动,同时创建个性化的化身和虚拟空间,这项研究旨在探讨女性用户如何解释Zepeto的性骚扰风险,检查用户进行此类风险评估导致的情绪困扰和行为改变的触发因素。它调查了这些解释和响应如何根据他们在虚拟环境中的存在感和参与度以及对他们的化身的认同而有所不同,以及所有这些过程在青少年和成年女性用户之间有何不同。总的来说,这项研究提供了对虚拟受害的复杂动态的见解。这些发现可以为制定监管框架提供信息,保护用户免受虚拟性侵犯,并为所有用户创造更安全的环境。尤其是最年轻的一代。
    Metaverse platforms have gained worldwide popularity in recent years. This increase in popularity has also heightened safety concerns, as virtual sexual assault against children and the youth is on the rise. The issue of sexual abuse in the metaverse is becoming increasingly controversial due to the gaps in the current regulatory framework that result from the uncertain consequences of such virtual crimes. Drawing on an online survey of female users of Zepeto (n = 343), a metaverse social network platform where users interact with others while creating personalized avatars and virtual spaces, this study aims to explore how female users interpret the risk of sexual harassment in Zepeto, examining the triggers of emotional distress and behavioral change that result from such risk assessments by users. It investigates how these interpretations and responses vary depending on their sense of presence and engagement in the virtual environment and identification with their avatars and how all these processes differ between adolescent and adult female users. Overall, this study provides insights into the complex dynamics of virtual victimization. The findings could inform the development of regulatory frameworks that protect users from virtual sexual assault and create a safer environment for all users, especially the youngest generations.
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