虚拟现实中的行动者-观察者不对称

IF 1.7 4区 心理学 Q2 COMMUNICATION
Shuo Zhou, A. S. Won
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引用次数: 0

摘要

摘要:行动者和观察者关注行为的不同方面,导致他们以不同的方式解释同一事件。虚拟现实技术使用户能够轻松地切换他们的视觉视角,并修改化身来代表用户自己或他人的身份。我们进行了一项试点研究(n=69)和一项预先注册的主要研究(n=101),通过操纵视觉视角和化身身份来调查它们对演员-观察者不对称性的影响。我们设计了一个在沉浸式虚拟环境中的投球游戏作为测试用例。参与者-观察者的差异从四个维度捕捉:参与者对虚拟事件的参与、行为解释、行为评估和感知代理。结果表明,视觉视角是影响人们虚拟体验的重要因素。从第一人称视觉视角观看事件增加了事件参与度,这由虚拟世界中更大的自我存在和自我化身的融合来指示。具有第三人称视觉视角的参与者认为化身的行为更为故意,并使用更多的主观原因来解释。与陌生人化身相比,化身中与自己相似的人对化身的行为有更积极的评价。我们讨论了虚拟现实中行动者-观察者不对称的理论和实践意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Actor–Observer Asymmetry in Virtual Reality
Abstract: Actors and observers attend to different aspects of behavior, leading them to interpret the same event in distinct ways. Virtual reality technology enables users to easily switch their visual perspective and modify an avatar to represent users’ own or another’s identity. We conducted a pilot study ( n = 69) and a pre-registered main study ( n = 101) manipulating visual perspective and avatar identity to investigate their impacts on actor–observer asymmetry. We designed a ball-tossing game in an immersive virtual environment as a test case. Actor–observer differences were captured from four dimensions: participants’ engagement with the virtual event, behavior explanations, behavior evaluations, and perceived agency. Results showed that visual perspective was an important factor influencing people’s virtual experience. Viewing events from the first-person visual perspective increased event engagement indicated by greater self-presence in the virtual world and self-avatar merging. Participants with the third-person visual perspective judged avatar behavior more intentional and used more subjective reasons to explain it. People embodied in an avatar that resembled the self had more positive evaluations of the avatar’s behavior than those embodied in a stranger avatar. We discuss the theoretical and practical implications of actor–observer asymmetry in virtual reality.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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