被经验束缚:使用虚拟物体时更新身体表征

IF 2.9 3区 心理学 Q1 BEHAVIORAL SCIENCES
Human Factors Pub Date : 2025-02-01 Epub Date: 2024-06-14 DOI:10.1177/00187208241258315
Julia Eck, Roland Pfister
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引用次数: 0

摘要

目的:四项基于网络的实验研究了不再受主动控制的虚拟物体脱离实体的灵活性。重点是改变这一过程的时间尺度的可能性:背景:在远程操作、康复和计算机辅助设计等环境中,与虚拟物体的交互已司空见惯。这些物体会迅速融入操作者的身体图式(体现)中。至于这种融入能持续多长时间,人们知之甚少。了解这一过程的动态是至关重要的,因为不同的应用环境会从快速或缓慢的嵌入中获益:为了诱导体现,参与者通过操作电脑鼠标或触摸板来移动一只二维虚拟手。在最初的体现之后,参与者要么停止移动,要么继续移动一段时间。在每次试验过程中都会持续收集体现评分:所有实验的结果都表明,虚拟手的体现在主动使用过程中逐渐增加,在停止使用后逐渐减少。非体现的展开速度几乎是体现速度的两倍,并呈现出曲线衰减模式。这些动态变化不受对即将到来的任务中所需的主动控制的预期影响:结论:研究结果强调了在虚拟互动中持续体验主动控制的重要性,这样才能诱导虚拟对象的稳定体现:我们的研究结果表明,诸如虚拟工具或干预措施等影响人的身体表征的虚拟非实体化应用,关键在于持续更新感觉运动体验。不过,如果在远程操作或视频游戏等过程中切换虚拟对象,后遗症不太可能影响表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bound by Experience: Updating the Body Representation When Using Virtual Objects.

Objective: Four web-based experiments investigated flexibility of disembodiment of a virtual object that is no longer actively controlled. Emphasis was on possibilities to modify the timescale of this process.

Background: Interactions with virtual objects are commonplace in settings like teleoperation, rehabilitation, and computer-aided design. These objects are quickly integrated into the operator's body schema (embodiment). Less is known about how long such embodiment lasts. Understanding the dynamics of this process is crucial because different applied settings either profit from fast or slow disembodiment.

Method: To induce embodiment, participants moved a 2D virtual hand through operating a computer mouse or touchpad. After initial embodiment, participants either stopped or continued moving for a fixed period of time. Embodiment ratings were collected continuously during each trial.

Results: Results across all experiments indicated that embodiment for the virtual hand gradually increased during active use and gradually decreased after stopping to use it. Disembodiment unfolded nearly twice as fast as embodiment and showed a curved decay pattern. These dynamics remained unaffected by anticipation of active control that would be required in an upcoming task.

Conclusion: The results highlight the importance of continuously experiencing active control in virtual interactions if aiming at inducing stable embodiment of a virtual object.

Application: Our findings suggest that applications of virtual disembodiment such as virtual tools or interventions to affect a person's body representation critically depend on continuous updating of sensorimotor experience. However, if switching between virtual objects, for example, during teleoperation or video gaming, after-effects are unlikely to affect performance.

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来源期刊
Human Factors
Human Factors 管理科学-行为科学
CiteScore
10.60
自引率
6.10%
发文量
99
审稿时长
6-12 weeks
期刊介绍: Human Factors: The Journal of the Human Factors and Ergonomics Society publishes peer-reviewed scientific studies in human factors/ergonomics that present theoretical and practical advances concerning the relationship between people and technologies, tools, environments, and systems. Papers published in Human Factors leverage fundamental knowledge of human capabilities and limitations – and the basic understanding of cognitive, physical, behavioral, physiological, social, developmental, affective, and motivational aspects of human performance – to yield design principles; enhance training, selection, and communication; and ultimately improve human-system interfaces and sociotechnical systems that lead to safer and more effective outcomes.
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