Department of Psychiatry and Behavioral Science, Duke University Medical Center, USA; Division of Computer Science and Engineering, Hanyang University, Republic of Korea.
Department of Psychiatry and Behavioral Science, Duke University Medical Center, USA.
Comput Methods Programs Biomed. 2014 Mar;113(3):882-93. doi: 10.1016/j.cmpb.2013.12.024. Epub 2014 Jan 7.
The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display, and six wall system)×2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness examined as dependent variables. Replicating previous studies, the fully immersive system induced the highest sense of presence and the head mounted display system elicited the highest amount of simulator sickness. Extending previous studies, the results demonstrated that VE platforms were associated with different patterns in emotional responses and task performance. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks.
本研究的目的是调查不同虚拟环境 (VE) 技术(即桌面、头戴式显示器或完全沉浸式平台)对情绪唤醒和任务表现的影响。从大学生群体中招募了 53 名参与者。在从桌面到高端完全沉浸式系统的三个 VE 系统中检查了对压力 VE 的反应。实验是一个 3(桌面系统、头戴式显示器和六面墙系统)×2(高和低压力 VE)的被试内设计,以自我报告的情绪唤醒和效价、皮肤电导、任务表现、存在感和模拟器疾病作为因变量进行检查。与先前的研究一致,完全沉浸式系统引起了最高的存在感,头戴式显示器系统引起了最高的模拟器疾病。扩展先前的研究结果表明,VE 平台与情绪反应和任务表现的不同模式相关。我们的研究结果表明,在使用情感唤起任务研究应激反应时,不同的 VE 系统可能适合不同的科学目的。