GRISS, Image, Sound and Synthesis Research Group, Department of Audiovisual Communication and Advertising I, Universitat Autònoma de Barcelona, Barcelona, Spain.
Cyberpsychol Behav Soc Netw. 2010 Dec;13(6):649-54. doi: 10.1089/cyber.2009.0412. Epub 2010 May 11.
This study assesses the influence of body participation on the sense of presence and emotions, and the relationship between the two dependent variables in playing a group game in a virtual environment. A total of 56 volunteers were asked to play a virtual game in a 360-degree stereoscopic immersive interactive visualization environment using either body movement or a joystick. Presence was measured with the post hoc SUS Presence Questionnaire. The pictorial tool of Self-Assessment Manikin was employed for measuring emotions of arousal and valence. Both arousal and valence positively correlated with presence. However, body participation did not significantly affect reported presence or the above-mentioned emotions.
本研究评估了身体参与对存在感和情绪的影响,以及在虚拟环境中玩团体游戏时这两个因变量之间的关系。共有 56 名志愿者被要求在使用身体运动或操纵杆的 360 度立体沉浸式交互可视化环境中玩虚拟游戏。使用事后 SUS 存在感问卷测量存在感。使用自我评估情绪图式工具测量唤醒度和效价的情绪。唤醒度和效价均与存在感呈正相关。然而,身体参与并没有显著影响报告的存在感或上述情绪。