虚拟现实和2D交付在存在感、情绪和生理结果测量方面的直接比较

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Caroline L. Kuhne, Eda D. Kecelioglu, S. Maltby, Rebecca Hood, B. Knott, Elizabeth Ditton, F. R. Walker, M. Kluge
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引用次数: 1

摘要

简介:在过去的十年里,虚拟现实技术迅速从游戏扩展到了培训、教育和健康等其他领域。相对于2D,使用VR最受欢迎的理由之一是增加了沉浸感和参与度。然而,很少有基础研究评估沉浸式VR对用户认知、生理和情绪状态的比较影响。方法:采用受试者内部交叉研究设计,直接比较不同主题内容的VR和2D屏幕交付。生理和自我报告数据都是为包含平静的自然环境、攻击性的社会对抗和中性内容的场景收集的。结果:与2D相比,VR交付带来了更高的存在感、更高的参与度、乐趣和隐私度。与2D相比,在VR中呈现的对抗场景被评为更紧张,而平静的场景被评定为更放松。生理数据表明,场景根据场景主题(VR和2D)促进了唤醒和放松的整体状态。然而,与2D相比,在整个VR递送条件下,心率(HR)和皮肤电流反应(GSR)始终较高,包括在中性和镇静主题场景中的反应。讨论:VR中对平静和中性内容的情绪和生理反应之间的差异表明,VR沉浸感驱动的唤醒反应升高,与对主题本身的情绪和心理反应无关。这些发现对那些希望开发和利用VR技术作为培训和教育工具的人具有重要意义,因为它们可以深入了解沉浸感对用户的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Direct comparison of virtual reality and 2D delivery on sense of presence, emotional and physiological outcome measures
Introduction: Virtual-reality (VR) technology has, over the last decade, quickly expanded from gaming into other sectors including training, education, and wellness. One of the most popular justifications for the use of VR over 2D is increased immersion and engagement. However, very little fundamental research has been produced evaluating the comparative impact of immersive VR on the user’s cognitive, physiological, and emotional state.Methods: A within-subject cross-over study design was used to directly compare VR and 2D screen delivery of different subject matter content. Both physiological and self-report data were collected for scenes containing calming nature environments, aggressive social confrontations, and neutral content.Results: Compared to 2D, the VR delivery resulted in a higher sense of presence, higher ratings of engagement, fun, and privacy. Confrontational scenes were rated as more tense whilst calming scenes were rated as more relaxing when presented in VR compared to 2D. Physiological data indicated that the scenes promoted overall states of arousal and relaxation in accordance with the scene subject matter (both VR and 2D). However, heart rate (HR) and galvanic skin response (GSR) were consistently higher throughout the VR delivery condition compared to 2D, including responses during scenes of neutral and calming subject matter.Discussion: This discrepancy between emotional and physiological responses for calming and neutral content in VR suggest an elevated arousal response driven by VR immersion that is independent of the emotional and physiological responses to the subject matter itself. These findings have important implications for those looking to develop and utilize VR technology as a training and educational tool as they provide insights into the impact of immersion on the user.
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来源期刊
CiteScore
5.80
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0.00%
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