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Factors Affecting Sense of Presence in a Virtual Reality Social Environment: A Qualitative Study

机译:虚拟现实社会环境中影响在场感的因素:定性研究

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摘要

Sense of presence is an important factor influencing the quality of the virtual reality (VR) experience. However, there is limited understanding of what factors affect presence in virtual environments. This study uses a qualitative methodology, specifically thematic analysis, to investigate factors affecting sense of presence in a VR social environment that has been designed for psychological assessment. After experiencing a virtual bar-room that contained interactions with multiple avatars, participants (n = 76) took part in a semistructured interview. Eight key themes and associated subthemes were identified: emotions about self (anxiety, paranoid ideation, and detachment), emotions about others (loneliness, retrospective emotions, and recognition of self), thoughts about self (memories and social judgment), thoughts about others (paranoid ideation and narrative), physiological reactions (anxiety and cybersickness), behavior of avatars (narrative, duration of interaction, and characteristics), interactivity with environment (movement and familiarity), and environmental characteristics (restrictions). Sense of presence was facilitated when the VR elicited genuine cognitive, emotional, and behavioral responses, and when participants created their own narrative about events. Presence decreased when participants experienced diminished agency and experienced physical impediments, such as cybersickness and awareness of apparatus and body movement. Strengths of the study include rich data generated by the qualitative approach and the large sample size. Limitations include lack of follow-up measuring longer-term effects.
机译:存在感是影响虚拟现实(VR)体验质量的重要因素。但是,对于哪些因素会影响虚拟环境中的存在知之甚少。这项研究使用定性方法,特别是主题分析,来调查影响旨在进行心理评估的VR社会环境中的存在感的因素。在经历了一个虚拟的酒吧间,其中包含与多个化身的互动之后,参与者(n = 76)参加了半结构化访谈。确定了八个主要主题和相关的子主题:关于自我的情绪(焦虑,偏执的想法和超脱),关于他人的情绪(孤独,回溯性情绪和对自我的认识),关于自我的想法(记忆和社会判断),关于他人的想法(偏执的想法和叙述),生理反应(焦虑和晕车),化身的行为(叙述,互动的持续时间和特征),与环境的互动(移动和熟悉)以及环境特征(限制)。当VR引发真正的认知,情感和行为反应时,以及参与者创建自己的事件叙事时,存在感就会得到促进。当参与者体验到代理能力下降和身体障碍(例如晕车以及对设备和身体运动的意识)时,存在感就会降低。该研究的优势包括通过定性方法生成的丰富数据和大样本量。局限性包括缺乏后续措施来评估长期影响。

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  • 来源
    《CyberPsychology & Behavior》 |2019年第4期|288-292|共5页
  • 作者单位

    Kings Coll London, Dept Psychol, Inst Psychiat Psychol & Neurosci, London, England|South London & Maudsley NHS Fdn Trust, Bethlem Royal Hosp, Monks Orchard Rd, Beckenham, Kent, England;

    Kings Coll London, Dept Psychol, Inst Psychiat Psychol & Neurosci, London, England;

    Kings Coll London, Dept Psychol, Inst Psychiat Psychol & Neurosci, London, England|South London & Maudsley NHS Fdn Trust, Bethlem Royal Hosp, Monks Orchard Rd, Beckenham, Kent, England;

    Kings Coll London, Dept Psychol, Inst Psychiat Psychol & Neurosci, London, England|South London & Maudsley NHS Fdn Trust, Bethlem Royal Hosp, Monks Orchard Rd, Beckenham, Kent, England;

    Kings Coll London, Dept Psychol, Inst Psychiat Psychol & Neurosci, London, England|South London & Maudsley NHS Fdn Trust, Bethlem Royal Hosp, Monks Orchard Rd, Beckenham, Kent, England;

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  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    virtual reality; sense of presence; social environment; psychological assessment; qualitative research; thematic analysis;

    机译:虚拟现实;存在感;社会环境;心理评估;定性研究;主题分析;

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