首页> 外文期刊>Journal of cognitive enhancement >Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players
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Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players

机译:与非动作视频游戏玩家相比

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Action video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video game playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox illusions, has not been addressed so far. Based on their improved perceptual skills, AVGPs are expected to be more susceptible to the illusions and perceive more motion in them. The experience of illusory self-motion (vection) is believed to be dependent on top-down attentional processes; AVGPs should therefore experience stronger vection compared to NVGPs based on their improved attentional skills. Lastly, due to their extensive prior experience with virtual environments, AVGPs should experience less discomfort in VR compared to NVGPs. We presented rotating and expanding motion illusions in a virtual environment and asked 22 AVGPs and 21 NVGPs to indicate the strength of illusory motion, as well as the level of discomfort and vection experienced when exposed to these motion illusions. Results indicated that AVGPs and NVGPs perceived the same amount of motion when viewing these illusions. However, AVGPs perceived more vection and less discomfort compared to NVGPs, possibly due to factors such as enhanced top-down attentional control and adaptation. No differences in the perception of expanding and rotating illusions were found. Discomfort experienced by AVGPs was related to illusion strength, suggesting that contrast illusions might evoke the perceived discomfort rather than the virtual environment. Further studies are required to investigate the relationship between contrast sensitivity, migraine and the perception of illusion in AVGPs which should include illusory motion onset and duration measures.
机译:与非视频游戏玩家(NVGP)相比,动作视频游戏玩家(AVGP)显示出增强的视觉感知功能。到目前为止,尚未解决AVGP是否更容易受到静态对比运动幻觉的影响,例如Fraser Wilcox幻觉。根据他们提高的感知能力,预计AVGP会更容易受到幻觉的影响,并感知更多的运动。据信虚幻的自我运动经验(反向)取决于自上而下的注意力过程。因此,与NVGP相比,AVGP应根据其提高的注意力技能而经历更强的互动。最后,由于它们在虚拟环境方面的丰富经验,与NVGP相比,AVGP在VR中的不适感应较少。我们在虚拟环境中提出了旋转和扩展的运动幻觉,并要求22个AVGP和21个NVGP表示虚幻运动的强度,以及在暴露于这些运动幻觉时经历的不适和互动水平。结果表明,在观察这些幻觉时,AVGP和NVGP会感知相同的运动量。然而,与NVGP相比,AVGP感知到更多的互动和更少的不适,这可能是由于增强了自上而下的注意力控制和适应性等因素。没有发现扩展和旋转幻象的感知差异。 AVGP所经历的不适与幻觉力量有关,表明对比幻觉可能会引起人们感知到的不适而不是虚拟环境。需要进一步的研究来研究对比敏感性,偏头痛和对AVGP中幻觉的感知之间的关系,这应包括虚幻运动的开始和持续时间措施。

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