Knowing versus doing: Children's social conceptions of and behaviors toward virtual reality agents

Q1 Social Sciences
Jakki O. Bailey, J. Isabella Schloss
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引用次数: 0

Abstract

Virtual reality (VR) can blur fantasy and reality for children by replacing their physical world with artificial stimuli. This immersive technology often includes intelligent and interactive embodied agents. In this within-participant study, we investigated 5- to 9-year-old children's (N = 25) social conceptions of and behaviors toward embodied agents in VR that represented different probabilities of existence in their daily lives (i.e., a probable child, an improbable giraffe, and an impossible Muppet). Participants rated the child and the giraffe agents significantly higher as social living beings than they rated the Muppet agent. When tasked with walking up to each embodied agent, significantly more children chose to approach the giraffe agent first rather than the child and Muppet agents. However, children stood significantly closer to the child agent, and significantly more children spontaneously reached out to try to touch the Muppet agent. Finally, children expressed strong emotions (amazement, excitement, happiness, fear, worry) toward all three embodied agents, with the giraffe evoking the most positive and the Muppet the most negative emotions. These results show that types of embodied agents in VR significantly impact children's conscious and unconscious social conceptions and behaviors differently, with implications for future interventions.

知与行:儿童对虚拟现实代理的社会观念和行为
虚拟现实(VR)可以用人工刺激取代儿童的物理世界,从而模糊儿童的幻想和现实。这种身临其境的技术通常包括智能和交互式化身代理。在这项参与者内部研究中,我们调查了 5 至 9 岁儿童(25 人)对 VR 中代表其日常生活中不同存在概率的化身代理(即可能存在的儿童、不可能存在的长颈鹿和不可能存在的布偶)的社会观念和行为。参与者对儿童和长颈鹿作为社会生命的评价明显高于布偶。当被要求走到每个代理面前时,选择先接近长颈鹿代理的儿童明显多于儿童和布偶代理。不过,孩子们站的位置明显更靠近儿童代理,而自发伸出手试图触摸布偶代理的孩子明显更多。最后,儿童对所有三种化身都表达了强烈的情绪(惊讶、兴奋、快乐、恐惧、担心),其中长颈鹿引起的情绪最积极,布偶引起的情绪最消极。这些结果表明,VR 中的虚拟代理类型会对儿童有意识和无意识的社会观念和行为产生不同程度的影响,从而对未来的干预措施产生影响。
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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来源期刊
CiteScore
7.20
自引率
0.00%
发文量
73
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