• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

一项使用消费级虚拟现实设备进行的关于临场感和具身性的“野外”实验。

An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment.

作者信息

Steed Anthony, Frlston Sebastian, López María Murcia, Drummond Jason, Pan Ye, Swapp David

出版信息

IEEE Trans Vis Comput Graph. 2016 Apr;22(4):1406-14. doi: 10.1109/TVCG.2016.2518135. Epub 2016 Jan 14.

DOI:10.1109/TVCG.2016.2518135
PMID:26780804
Abstract

Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted 'in the wild', in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devices were invited by web pages and email invitation to download and run an app that presented a scenario where the participant would sit in a bar watching a singer. Each participant saw one of eight variations of the scenario: with or without a self-avatar; singer inviting the participant to tap along or not; singer looking at the participant or not. Despite the uncontrolled situation of the experiment, results from an in-app questionnaire showed tentative evidence that a self-avatar had a positive effect on self-report of presence and embodiment, and that the singer inviting the participant to tap along had a negative effect on self-report of embodiment. We discuss the limitations of the study and the platforms, and the potential for future open virtual reality experiments.

摘要

消费级虚拟现实系统如今正变得广泛可得。我们报告了一项关于虚拟现实中的临场感和身体沉浸感的研究,该研究是在自然环境下进行的,即数据是从消费者在不受控制的环境中所拥有的设备上收集的,而非在传统实验室环境中。通过网页和电子邮件邀请三星Gear VR和谷歌纸板设备的用户下载并运行一款应用程序,该程序呈现了一个场景,参与者会坐在酒吧里观看一名歌手表演。每位参与者看到该场景的八种变体之一:有或没有自我化身;歌手是否邀请参与者跟着节奏轻拍;歌手是否看向参与者。尽管实验情况不受控制,但应用内问卷调查的结果显示了初步证据,表明自我化身对临场感和身体沉浸感的自我报告有积极影响,而歌手邀请参与者跟着节奏轻拍对身体沉浸感的自我报告有消极影响。我们讨论了该研究和平台的局限性,以及未来开放式虚拟现实实验的潜力。

相似文献

1
An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment.一项使用消费级虚拟现实设备进行的关于临场感和具身性的“野外”实验。
IEEE Trans Vis Comput Graph. 2016 Apr;22(4):1406-14. doi: 10.1109/TVCG.2016.2518135. Epub 2016 Jan 14.
2
Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual Reality.探索沉浸式社交虚拟现实中属性差异与化身体现之间的关系。
Cyberpsychol Behav Soc Netw. 2023 Oct 18. doi: 10.1089/cyber.2023.0210.
3
Avatar Embodiment. Towards a Standardized Questionnaire.阿凡达化身。迈向标准化问卷。
Front Robot AI. 2018 Jun 22;5:74. doi: 10.3389/frobt.2018.00074. eCollection 2018.
4
Stepping into the Right Shoes: The Effects of User-Matched Avatar Ethnicity and Gender on Sense of Embodiment in Virtual Reality.步入合适之鞋:用户匹配的虚拟形象种族和性别对虚拟现实中具身感的影响。
IEEE Trans Vis Comput Graph. 2024 May;30(5):2434-2443. doi: 10.1109/TVCG.2024.3372067. Epub 2024 Apr 19.
5
How Foot Tracking Matters: The Impact of an Animated Self-Avatar on Interaction, Embodiment and Presence in Shared Virtual Environments.足部追踪的重要性:动画自我化身对共享虚拟环境中交互、具身化和临场感的影响。
Front Robot AI. 2019 Oct 30;6:104. doi: 10.3389/frobt.2019.00104. eCollection 2019.
6
Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future directions.利用消费级硬件平台为焦虑障碍创建最先进的下一代虚拟现实暴露疗法:设计考虑因素和未来方向。
Cogn Behav Ther. 2017 Sep;46(5):404-420. doi: 10.1080/16506073.2017.1280843. Epub 2017 Mar 8.
7
Non-hierarchical Influence of Visual Form, Touch, and Position Cues on Embodiment, Agency, and Presence in Virtual Reality.视觉形式、触觉和位置线索对虚拟现实中具身性、能动性和临场感的非等级影响
Front Psychol. 2016 Oct 25;7:1649. doi: 10.3389/fpsyg.2016.01649. eCollection 2016.
8
The Impact of Avatar and Environment Congruence on Plausibility, Embodiment, Presence, and the Proteus Effect in Virtual Reality.虚拟角色与环境一致性对虚拟现实中似真性、具身感、临场感及普洛透斯效应的影响
IEEE Trans Vis Comput Graph. 2023 May;29(5):2358-2368. doi: 10.1109/TVCG.2023.3247089. Epub 2023 Mar 29.
9
Demand characteristics challenge effects in embodiment and presence.需求特征挑战具身化和沉浸感的影响。
Sci Rep. 2022 Aug 18;12(1):14084. doi: 10.1038/s41598-022-18160-5.
10
Nonverbal synchrony in virtual reality.虚拟现实中的非言语同步。
PLoS One. 2019 Sep 16;14(9):e0221803. doi: 10.1371/journal.pone.0221803. eCollection 2019.

引用本文的文献

1
Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study.虚拟现实错觉对年轻人平衡能力和沉浸式用户体验的影响:一项受试者内实验研究。
JMIR Serious Games. 2025 Jun 27;13:e70376. doi: 10.2196/70376.
2
Virtual Reality experiments in the field.虚拟现实领域实验
PLoS One. 2025 Apr 8;20(4):e0318688. doi: 10.1371/journal.pone.0318688. eCollection 2025.
3
Visual Feedback and Guided Balance Training in an Immersive Virtual Reality Environment for Lower Extremity Rehabilitation.
沉浸式虚拟现实环境中用于下肢康复的视觉反馈与引导平衡训练
Comput Graph. 2024 Apr;119. doi: 10.1016/j.cag.2024.01.007. Epub 2024 Feb 1.
4
A predictive model for understanding the role of emotion for the formation of presence in virtual reality.用于理解情感在虚拟现实中的存在感形成中的作用的预测模型。
PLoS One. 2023 Mar 16;18(3):e0280390. doi: 10.1371/journal.pone.0280390. eCollection 2023.
5
A self-administered virtual reality intervention increases COVID-19 vaccination intention.自我管理的虚拟现实干预措施提高了 COVID-19 疫苗接种意愿。
Vaccine. 2021 Nov 5;39(46):6746-6753. doi: 10.1016/j.vaccine.2021.10.004. Epub 2021 Oct 8.
6
Social bodies in virtual worlds: Intercorporeality in Esports.虚拟世界中的社会实体:电子竞技中的交互主体性
Phenomenol Cogn Sci. 2022;21(2):293-316. doi: 10.1007/s11097-021-09734-1. Epub 2021 Apr 27.
7
"We Wait"-The Impact of Character Responsiveness and Self Embodiment on Presence and Interest in an Immersive News Experience.《“我们等待”——角色反应性与自我体现对沉浸式新闻体验中的临场感和兴趣的影响》
Front Robot AI. 2018 Oct 4;5:112. doi: 10.3389/frobt.2018.00112. eCollection 2018.
8
Learning Empathy Through Virtual Reality: Multiple Strategies for Training Empathy-Related Abilities Using Body Ownership Illusions in Embodied Virtual Reality.通过虚拟现实学习同理心:在沉浸式虚拟现实中利用身体所有权错觉训练同理心相关能力的多种策略
Front Robot AI. 2018 Mar 22;5:26. doi: 10.3389/frobt.2018.00026. eCollection 2018.
9
Conducting online virtual environment experiments with uncompensated, unsupervised samples.进行未经补偿、无监督样本的在线虚拟环境实验。
PLoS One. 2020 Jan 30;15(1):e0227629. doi: 10.1371/journal.pone.0227629. eCollection 2020.
10
Embodiment and Presence in Virtual Reality After Stroke. A Comparative Study With Healthy Subjects.中风后虚拟现实中的体现与临场感。一项与健康受试者的对比研究。
Front Neurol. 2019 Oct 10;10:1061. doi: 10.3389/fneur.2019.01061. eCollection 2019.