• 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

关于似真性错觉成分的心理物理学实验。

A Psychophysical Experiment Regarding Components of the Plausibility Illusion.

出版信息

IEEE Trans Vis Comput Graph. 2017 Apr;23(4):1369-1378. doi: 10.1109/TVCG.2017.2657158. Epub 2017 Jan 25.

DOI:10.1109/TVCG.2017.2657158
PMID:28129171
Abstract

We report on the design and results of an experiment investigating factors influencing Slater's Plausibility Illusion (Psi) in virtual environments (VEs). Slater proposed Psi and Place Illusion (PI) as orthogonal components of virtual experience which contribute to realistic response in a VE. PI corresponds to the traditional conception of presence as "being there," so there exists a substantial body of previous research relating to PI, but very little relating to Psi. We developed this experiment to investigate the components of plausibility illusion using subjective matching techniques similar to those used in color science. Twenty-one participants each experienced a scenario with the highest level of coherence (the extent to which a scenario matches user expectations and is internally consistent), then in eight different trials chose transitions from lower-coherence to higher-coherence scenarios with the goal of matching the level of Psi they felt in the highest-coherence scenario. At each transition, participants could change one of the following coherence characteristics: the behavior of the other virtual humans in the environment, the behavior of their own body, the physical behavior of objects, or the appearance of the environment. Participants tended to choose improvements to the virtual body before any other improvements. This indicates that having an accurate and well-behaved representation of oneself in the virtual environment is the most important contributing factor to Psi. This study is the first to our knowledge to focus specifically on coherence factors in virtual environments.

摘要

我们报告了一项实验的设计和结果,该实验研究了影响虚拟环境(VE)中斯莱特似真性错觉(Psi)的因素。斯莱特提出 Psi 和位置错觉(PI)是虚拟体验的正交组成部分,有助于在 VE 中产生真实的反应。PI 对应于传统的存在观念,即“在那里”,因此存在大量与 PI 相关的先前研究,但与 Psi 相关的研究很少。我们开发了这个实验,使用类似于颜色科学中使用的主观匹配技术来研究似真性错觉的组成部分。21 名参与者每人体验了一个具有最高连贯性(一个场景与用户期望的匹配程度以及内部一致性)的场景,然后在八个不同的试验中,从低连贯性到高连贯性场景的过渡,目的是匹配他们在最高连贯性场景中感受到的 Psi 水平。在每次过渡中,参与者可以更改以下连贯性特征之一:环境中其他虚拟人的行为、他们自己身体的行为、物体的物理行为或环境的外观。参与者往往会在其他任何改进之前选择改进虚拟身体。这表明在虚拟环境中准确而行为良好地表示自己是 Psi 的最重要贡献因素。这项研究是我们所知的第一个专门关注虚拟环境中连贯性因素的研究。

相似文献

1
A Psychophysical Experiment Regarding Components of the Plausibility Illusion.关于似真性错觉成分的心理物理学实验。
IEEE Trans Vis Comput Graph. 2017 Apr;23(4):1369-1378. doi: 10.1109/TVCG.2017.2657158. Epub 2017 Jan 25.
2
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments.沉浸虚拟环境中的-place 错觉和合理性可以导致现实行为。
Philos Trans R Soc Lond B Biol Sci. 2009 Dec 12;364(1535):3549-57. doi: 10.1098/rstb.2009.0138.
3
Self-Illusion: A Study on Cognition of Role-Playing in Immersive Virtual Environments.自我幻象:沉浸式虚拟环境中角色扮演认知的研究。
IEEE Trans Vis Comput Graph. 2022 Aug;28(8):3035-3049. doi: 10.1109/TVCG.2020.3044563. Epub 2022 Jun 30.
4
On the Plausibility of Virtual Body Animation Features in Virtual Reality.虚拟现实中虚拟身体动画特征的合理性探讨。
IEEE Trans Vis Comput Graph. 2022 Apr;28(4):1880-1893. doi: 10.1109/TVCG.2020.3025175. Epub 2022 Feb 25.
5
Immersion and Coherence: Research Agenda and Early Results.沉浸与连贯:研究议程与初步成果。
IEEE Trans Vis Comput Graph. 2021 Oct;27(10):3839-3850. doi: 10.1109/TVCG.2020.2983701. Epub 2021 Sep 1.
6
"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.
7
The Plausibility of a String Quartet Performance in Virtual Reality.虚拟现实中弦乐四重奏表演的可能性。
IEEE Trans Vis Comput Graph. 2017 Apr;23(4):1352-1359. doi: 10.1109/TVCG.2017.2657138. Epub 2017 Jan 27.
8
A virtual reality study investigating the train illusion.一项关于研究火车错觉的虚拟现实研究。
R Soc Open Sci. 2023 Apr 12;10(4):221622. doi: 10.1098/rsos.221622. eCollection 2023 Apr.
9
Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User's Subjective Experience.人体大小匹配对化身的影响与用户的主观体验。
Cyberpsychol Behav Soc Netw. 2020 Apr;23(4):234-241. doi: 10.1089/cyber.2019.0136. Epub 2020 Feb 19.
10
Is my hand connected to my body? The impact of body continuity and arm alignment on the virtual hand illusion.我的手和我的身体相连吗?身体连续性和手臂对准对虚拟手错觉的影响。
Cogn Neurodyn. 2012 Aug;6(4):295-305. doi: 10.1007/s11571-011-9178-5. Epub 2011 Oct 27.

引用本文的文献

1
Are artificial agents perceived similarly to humans? Knowns, unknowns and the road ahead.人工代理与人类的认知方式相似吗?已知、未知与前行之路。
Front Psychol. 2025 Aug 7;16:1565170. doi: 10.3389/fpsyg.2025.1565170. eCollection 2025.
2
Confusing virtual reality with reality - An experimental study.将虚拟现实与现实相混淆——一项实验研究。
iScience. 2025 May 13;28(6):112655. doi: 10.1016/j.isci.2025.112655. eCollection 2025 Jun 20.
3
Harnessing Virtual Reality to Influence Attitudes Toward Beef Consumption: The Role of Empathy in Dietary Interventions.
利用虚拟现实影响对牛肉消费的态度:同理心在饮食干预中的作用。
Foods. 2024 Nov 22;13(23):3750. doi: 10.3390/foods13233750.
4
The role of metaverse on sexual health of people with disabilities: narrative review.元宇宙对残疾人性健康的作用:叙事性综述。
Int J Impot Res. 2024 Nov;36(7):715-721. doi: 10.1038/s41443-023-00807-0. Epub 2023 Dec 21.
5
The sentiment of a virtual rock concert.一场虚拟摇滚音乐会的氛围。
Virtual Real. 2023;27(2):651-675. doi: 10.1007/s10055-022-00685-9. Epub 2022 Aug 23.
6
Work Emotion Intervention and Guidance Training Method for Enterprise Employees Based on Virtual Reality.基于虚拟现实的企业员工工作情绪干预与引导培训方法。
Occup Ther Int. 2022 Jun 6;2022:3909734. doi: 10.1155/2022/3909734. eCollection 2022.
7
Psychology in Virtual Reality: Toward a Validated Measure of Social Presence.虚拟现实中的心理学:迈向一种经过验证的社会临场感测量方法。
Front Psychol. 2021 Oct 4;12:705448. doi: 10.3389/fpsyg.2021.705448. eCollection 2021.
8
Evaluating participant responses to a virtual reality experience using reinforcement learning.使用强化学习评估参与者对虚拟现实体验的反应。
R Soc Open Sci. 2021 Sep 15;8(9):210537. doi: 10.1098/rsos.210537. eCollection 2021 Sep.
9
A Systematic Review of Social Presence: Definition, Antecedents, and Implications.社会临场感的系统综述:定义、影响因素及启示
Front Robot AI. 2018 Oct 15;5:114. doi: 10.3389/frobt.2018.00114. eCollection 2018.
10
"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.