Virtual reality as a proxy for real-life social attention?

Marius Rubo, M. Gamer
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引用次数: 10

Abstract

Previous studies found large amounts of overt attention allocated towards human faces when they were presented as images or videos, but a relative avoidance of gaze at conspecifics' faces in real-world situations. We measured gaze behavior in a complex virtual scenario in which a human face and an object were similarily exposed to the participants' view. Gaze at the face was avoided compared to gaze at the object, providing support for the hypothesis that virtual reality scenarios are capable of eliciting modes of information processing comparable to real-world situations.
虚拟现实作为现实社会关注的代表?
先前的研究发现,当以图像或视频的形式呈现人脸时,人们会将大量的公开注意力集中在人脸上,但在现实世界中,人们会相对避免盯着人脸。我们在一个复杂的虚拟场景中测量了凝视行为,在这个场景中,一个人脸和一个物体同样暴露在参与者的视野中。与凝视物体相比,避免了对面部的凝视,这为虚拟现实场景能够引发与现实世界类似的信息处理模式的假设提供了支持。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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