Gaggioli Andrea
Università Cattolica del Sacro Cuore, Milan, Italy.
Stud Health Technol Inform. 2012;181:177-81.
What does one feel when one uses virtual reality? How does this experience differ from the experience associated with "real life" activities and situations? To answer these questions, we used the Experience Sampling Method (ESM), a procedure that allows researchers to investigate the daily fluctuations in the quality of experience through on-line self reports that participants fill out during daily life. The investigation consisted in one-week ESM observation (N = 42). During this week, participants underwent two virtual reality sessions: Immediately after the exposure to virtual environments, they were asked to complete a ESM report. For data analysis, experiential variables were aggregated into four dimensions: Mood, Engagement, Confidence, and Intrinsic Motivation Intrinsic Motivation. Findings showed that virtual experience is characterized by a specific configuration, which comprises significantly positive values for affective and cognitive components. In particular, positive scores of Mood suggest that participants perceived VR as an intrinsically pleasurable activity, while positive values of Engagement indicate that the use of VR and the experimental task provided valid opportunities for action and high skill investment. Furthermore, results showed that virtual experience is associated with Flow, a state of consciousness characterized by narrowed focus of attention, deep concentration, positive affect and intrinsic reward. Implications for VR research and practice are discussed.
当人们使用虚拟现实时会有怎样的感受?这种体验与“现实生活”活动和情境所带来的体验有何不同?为了回答这些问题,我们采用了经验取样法(ESM),这是一种程序,它允许研究人员通过参与者在日常生活中填写的在线自我报告来调查体验质量的每日波动情况。该调查包括为期一周的ESM观察(N = 42)。在这一周内,参与者进行了两次虚拟现实体验:在接触虚拟环境后,他们被要求立即完成一份ESM报告。在数据分析中,体验变量被汇总为四个维度:情绪、参与度、信心和内在动机。研究结果表明,虚拟体验具有特定的结构特征,其情感和认知成分具有显著的正值。具体而言,情绪的积极得分表明参与者将虚拟现实视为一种本质上令人愉悦的活动,而参与度的正值则表明使用虚拟现实和进行实验任务提供了有效的行动机会和高技能投入。此外,结果表明虚拟体验与心流状态相关,心流是一种意识状态,其特征是注意力集中、深度专注、积极情绪和内在奖励。文中还讨论了对虚拟现实研究和实践的启示。