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对虚拟人类表达疼痛的同情,这些虚拟人类描绘的是已知或未知的人。

Empathy toward virtual humans depicting a known or unknown person expressing pain.

机构信息

Department of Psychology, Université du Québec en Outaouais, Gatineau, Québec, Canada.

出版信息

Cyberpsychol Behav Soc Netw. 2013 Jan;16(1):61-71. doi: 10.1089/cyber.2012.1571.

Abstract

This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence--impression that the known virtual character is really there, with them--was a significant predictor of empathy.

摘要

这项研究探讨了虚拟现实环境中虚拟人表达的疼痛和用户的同理心。重点关注当虚拟人是已知个体的真实表示而不是未知个体时,人们是否会对虚拟人的疼痛产生更多的同理心,以及社会存在感是否与用户对虚拟人疼痛的同理心有关。42 名参与者通过一个大型沉浸式立方体验虚拟现实,该立方由六个面 retro 投影图像组成(CAVE-Like 系统),参与者可以在其中与虚拟角色实时交互。第一次沉浸(基线/对照)是与虚拟动物进行互动,然后是与已知虚拟人(即参与者熟悉的人的化身)或未知虚拟人进行互动。在虚拟现实中的口头交流中,虚拟人表达了剧烈和非常强烈的疼痛。虚拟人的疼痛反应在面部表情、言语和非言语行为方面是相同的。在重复测量方差分析的条件随时间交互作用中,发现参与者对两个虚拟人均具有同理心,但对已知虚拟人更具同理心。多元回归分析表明,参与者对社会存在感的感觉——即感知到已知虚拟角色确实在那里,与他们在一起——是同理心的一个重要预测因素。

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