入侵个人空间预防网络欺凌:设计、开发和评估针对儿童和青少年的沉浸式预防措施

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
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引用次数: 0

摘要

摘要 以往有关网络欺凌的研究表明,受害者人数在不断增加,低年级学生(5-9 年级)对预防网络欺凌的需求特别高。由于网络攻击无处不在,受害者在心理上很难与之保持距离,因此几乎在生活的所有领域都会受到侵扰。而施暴者在网络空间中对其行为后果的感受则更少。然而,与目标群体的数字现实相联系的创新性预防计划的需求和存在,以及心理距离的基本方面的处理之间存在着差距。本文采用以人为本的迭代方法,探索了基于 VR 的独特网络欺凌预防组件的设计空间、可行性和有效性。中心思想体现在创建一个虚拟的个人空间,用与网络欺凌相关的虚拟物品来入侵,使受害者的日常入侵变得有形。一项预先研究显示,在明亮的不可拆卸留言框中的有害语音文本最能将与个人空间入侵相关的心理决定因素转移到网络欺凌情景中的虚拟物体上。因此,这些对象被纳入了一个虚拟预防程序,然后在一项有 41 名参与者参加的实验室研究中进行了测试。结果表明,干预措施可以引发认知失调和移情。第二步,在与实际目标儿童和青少年群体进行的焦点小组讨论中,对干预措施进行了评估和改进。然后,在为期 5 天的学校讲习班上对改进后的应用进行了评估,共有 100 名儿童和青少年参加。孩子们理解了有害文本框入侵虚拟空间的隐喻,并报告了预期的心理效果。他们还对 VR 表现出了极大的兴趣。总之,本文利用 VR 的潜力,为创新和有效预防网络欺凌做出了贡献。它提供了来自实验室实验和实地研究的实证证据,研究对象是儿童和青少年这一庞大的样本群体,并讨论了对未来发展的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents

Abstract

The previous work on cyberbullying has shown that the number of victims is increasing, and the need for prevention is exceptionally high among younger school students (5th–9th grade). Due to the omnipresence of cyberattacks, victims can hardly distance themselves psychologically, thus experience an intrusion in almost all areas of life. The perpetrators, on the other hand, feel the consequences of their actions even less in cyberspace. However, there is a gap between the need and the existence of innovative prevention programs tied to the digital reality of the target group and the treatment of essential aspects of psychological distance. This article explores the design space, feasibility, and effectiveness of a unique VR-based cyberbullying prevention component in a human-centered iterative approach. The central idea is reflected in creating a virtual personal space invasion with virtual objects associated with cyberbullying making the everyday intrusion of victims tangible. A pre-study revealed that harmful speech texts in bright non-removable message boxes best transferred the psychological determinants associated with a personal space invasion to virtual objects contextualized in cyberbullying scenarios. Therefore, these objects were incorporated into a virtual prevention program that was then tested in a laboratory study with 41 participants. The results showed that the intervention could trigger cognitive dissonance and empathy. In the second step, the intervention was evaluated and improved in a focus group with the actual target group of children and adolescents. The improved application was then evaluated in a school workshop for 5 days with 100 children and adolescents. The children understood the metaphor of virtual space invasion by the harmful text boxes and reported the expected psychological effects. They also showed great interest in VR. In summary, this paper contributes to the innovative and effective prevention of cyberbullying by using the potential of VR. It provides empirical evidence from a laboratory experiment and a field study with a large sample from the target group of children and adolescents and discusses implications for future developments.

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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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