Multi-sensory information and simulator immersion: impact on decision-making performance, presence, and cognitive load.

IF 2.3 3区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL
Zachariah G Hoyne, Khaya Morris-Binelli, Sean Müller, Benjamin Piggott, Paola Chivers, Evan Dekker
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Abstract

Immersive technologies such as 360-degree video virtual reality (360VR) provide unique opportunities to simulate representative environments to investigate decision-making in a safe and cost-effective manner. Inclusion of multi-sensory visual, contextual, and auditory information is important to enhance simulator psychological fidelity. Yet, the influence of increased sensory information on decision-making, presence, and cognitive load in 360VR compared to less immersive two-dimensional video simulators is unknown. This study investigated multi-sensory information, presence, and cognitive load across immersion conditions (360VR and two-dimensional video) in an exemplar sport-specific decision-making task. Fifteen higher-skilled and 15 lesser-skilled Australian Rules Football players completed a decision-making task which presented visual information only, visual and contextual information, and visual, contextual and auditory information. Overall, there were little significant performance difference between simulators. There was a significant decrease in decision-making performance across both skill levels and simulators as contextual and auditory information was added. Decision-making performance decline was more pronounced for lesser-skilled than higher-skilled participants, when they had to utilise contextual information to make riskier decisions to win the game. Significantly more accurate decisions were made when congruent, compared to incongruent, auditory information was presented, particularly in two-dimensional video. Perceptions of presence and cognitive load were significantly higher in 360VR than two-dimensional video, regardless of skill level, whilst across both simulators, cognitive load increased as sensory information was added. These findings indicate provision of multi-sensory information is more important for decision-making than simulator immersion and presence. Therefore, a focus on increasing simulator immersion should be done so with caution.

多感官信息和模拟器沉浸:决策表现、在场和认知负荷的影响。
360度视频虚拟现实(360VR)等沉浸式技术提供了独特的机会,可以模拟具有代表性的环境,以安全和经济有效的方式研究决策。包括多感官的视觉,上下文和听觉信息是重要的,以提高模拟器的心理保真度。然而,与沉浸感较低的二维视频模拟器相比,360VR中增加的感官信息对决策、存在和认知负荷的影响尚不清楚。本研究在一个典型的体育特定决策任务中调查了沉浸条件下(360VR和二维视频)的多感官信息、存在和认知负荷。15名高技能澳式足球运动员和15名低技能澳式足球运动员完成了一项决策任务,该任务只提供视觉信息,视觉和上下文信息,以及视觉,上下文和听觉信息。总的来说,模拟器之间几乎没有显著的性能差异。随着上下文和听觉信息的增加,在技能水平和模拟器上的决策表现都显著下降。当技能较低的参与者不得不利用上下文信息做出风险较大的决策以赢得比赛时,他们的决策表现下降得比技能较高的参与者更为明显。当呈现一致的听觉信息时,尤其是在二维视频中,相比于呈现不一致的听觉信息,人们做出的决策明显更准确。无论技能水平如何,360VR中的存在感和认知负荷明显高于二维视频,而在两种模拟器中,随着感官信息的增加,认知负荷增加。这些发现表明,提供多感官信息比模拟器沉浸和在场对决策更重要。因此,专注于增加模拟器沉浸感应该谨慎行事。
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来源期刊
CiteScore
5.10
自引率
8.70%
发文量
137
期刊介绍: Psychological Research/Psychologische Forschung publishes articles that contribute to a basic understanding of human perception, attention, memory, and action. The Journal is devoted to the dissemination of knowledge based on firm experimental ground, but not to particular approaches or schools of thought. Theoretical and historical papers are welcome to the extent that they serve this general purpose; papers of an applied nature are acceptable if they contribute to basic understanding or serve to bridge the often felt gap between basic and applied research in the field covered by the Journal.
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