比较桌面、头戴式显示器和六壁完全沉浸式系统使用的压力任务

K. Kim, M. Rosenthal, David J. Zielinski, R. Brady
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引用次数: 51

摘要

本研究旨在探讨不同虚拟环境(VE)技术对低压力和高压力条件下改进Stroop任务的情绪唤醒和任务表现的影响。53名参与者是从大学人群中招募的。从桌面到高端完全沉浸式的三种典型虚拟现实系统中,研究了对压力虚拟现实的反应性。实验采用3(桌面系统、头戴式显示器(HMD)和6墙系统)× 2(高压和低压VE)设计,受试者自我报告情绪唤醒和效价、皮肤电导、任务表现、在场和模拟器病。与之前的研究一样,完全沉浸式系统引起了最高的存在感,而HMD系统引起了最高的模拟器眩晕。延伸先前的研究,结果表明不同的技术平台引发了独特的反应模式。我们的研究结果表明,在使用情感唤起任务研究压力反应时,不同的VE系统可能适用于不同的科学目的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparison of desktop, head mounted display, and six wall fully immersive systems using a stressful task
The goal of the current study was to investigate the effects of different virtual environment (VE) technologies on emotional arousal and task performance in a modified Stroop task presented under low- and high-stress conditions. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three representative VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display (HMD), and six wall system) × 2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness. Replicating previous studies, the fully immersive system induced the highest sense of presence and the HMD system elicited the highest amount of simulator sickness. Extending previous studies, the results showed that different technological platforms evoked unique response patterns. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks.
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