像人一样:虚拟观察者在场时的社交促进/抑制效应取决于唤醒程度

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Radosław Sterna, Jakub Szczugieł, Joanna Pilarczyk, Agnieszka Siry, Michał Kuniecki
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引用次数: 0

摘要

在一项任务中,被观察者的表现是更好(社会促进)还是更差(社会抑制)已经在真实的人类观察者身上多次得到证实,但还没有在虚拟观察者身上进行过充分的测试。我们在虚拟环境中使用视觉搜索任务测试了这一效应,以验证虚拟观察者的存在是否会提高参与者在简单任务变体中的表现,而阻碍其在困难任务中的表现。我们使用皮电(EDA)活动测量来检验生理唤醒是否会缓和这种效应。虚拟人物的存在影响了搜索表现,而这种影响又受到唤醒程度的调节,唤醒程度越低,搜索表现越好。这些结果证实,仅仅虚拟人物的存在就能唤起类似于人类的社会促进/抑制效应;这可以证实 Zajonc 的理论,并鼓励进一步开发基于 VR 的培训& 以及带有虚拟代理的教育工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal

Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal

Better (social facilitation) or worse (social inhibition) performance in a task while being observed has repeatedly been demonstrated with real human observers, yet it has not been fully tested with virtual observers. We tested this effect in a virtual environment using a visual search task to verify if the mere presence of a virtual observer would boost participants’ performance in the easy variant of the task and hinder it in the difficult one. We used electrodermal (EDA) activity measurement to test whether physiological arousal would moderate this effect. The presence of a virtual character affected search performance, which was moderated by arousal, with lower arousal leading to better performance. These results confirm that the mere presence of virtual characters can evoke a social facilitation/inhibition effect similar to that of human beings; this could confirm Zajonc’s theory and serve as encouragement for further development of VR-based training & educational tools with virtual agents.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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