Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD 21250, USA.
Cyberpsychol Behav Soc Netw. 2010 Oct;13(5):587-91. doi: 10.1089/cyber.2009.0263. Epub 2010 Apr 3.
This study tested the effects of distraction using virtual-reality (VR) technology on acute pain tolerance in young adults. Forty-one undergraduate students, aged 18-23 years, used a VR head-mounted display helmet, steering wheel, and foot pedal to play an auto racing video game while undergoing exposure to very cold water (cold pressor set at 1 °C). Two different game views were tested that were hypothesized to affect the degree to which participants felt "present" in the virtual environment: a first-person view, in which the participant saw the virtual environment through the eyes of the game character being manipulated; and a third-person view, in which the participant viewed the game character from a distance. The length of time participants tolerated the cold-water exposure (pain tolerance) under each distraction condition was compared to a baseline (no distraction) trial. Subjects also rated the degree to which they felt "present" in the virtual environment after each distraction trial. Results demonstrated that participants had significantly higher pain tolerance during both VR-distraction conditions relative to baseline (no distraction) trials. Although participants reported a greater sense of presence during the first-person condition than the third-person condition, pain-tolerance scores associated with the two distraction conditions did not differ. The types of VR applications in which presence may be more or less important are discussed.
本研究旨在测试虚拟现实 (VR) 技术分散注意力对年轻人急性疼痛耐受度的影响。41 名年龄在 18 至 23 岁之间的大学生使用 VR 头戴式显示器头盔、方向盘和脚踏板来玩赛车视频游戏,同时将手浸入非常冷的水中(冷水压力设定为 1°C)。测试了两种不同的游戏视角,假设它们会影响参与者在虚拟环境中“身临其境”的程度:第一人称视角,参与者通过操纵的游戏角色的眼睛看到虚拟环境;第三人称视角,参与者从远处观看游戏角色。将每个分散注意力条件下参与者忍受冷水暴露(疼痛耐受)的时间与基线(无分散注意力)试验进行比较。受试者还在每次分散注意力试验后评估他们在虚拟环境中“身临其境”的程度。结果表明,与基线(无分散注意力)试验相比,参与者在两种 VR 分散注意力条件下的疼痛耐受度显著提高。尽管参与者在第一人称条件下报告的存在感强于第三人称条件,但与两种分散注意力条件相关的疼痛耐受力评分没有差异。讨论了存在可能更重要或更不重要的 VR 应用类型。