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Front Psychol. 2017 Aug 15;8:1401. doi: 10.3389/fpsyg.2017.01401. eCollection 2017.
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Using a Virtual Store As a Research Tool to Investigate Consumer In-store Behavior.使用虚拟商店作为研究工具来调查消费者的店内行为。
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Crowd behaviour during high-stress evacuations in an immersive virtual environment.沉浸式虚拟环境中高压力疏散期间的群体行为。
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Big behavioral data: psychology, ethology and the foundations of neuroscience.大行为数据:心理学、动物行为学和神经科学基础。
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Development of a virtual reality assessment of everyday living skills.日常生活技能虚拟现实评估的开发。
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Variations in cognitive maps: understanding individual differences in navigation.认知地图的差异:理解导航中的个体差异。
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Human responses to multiple sources of directional information in virtual crowd evacuations.人类对虚拟人群疏散中多种方向信息源的反应。
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Hippocampal size predicts rapid learning of a cognitive map in humans.海马体体积可预测人类对认知图的快速学习能力。
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一种用于决策科学和多参与者导航实验的联网桌面虚拟现实设置

A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants.

作者信息

Zhao Hantao, Thrash Tyler, Wehrli Stefan, Hölscher Christoph, Kapadia Mubbasir, Grübel Jascha, Weibel Raphael P, Schinazi Victor R

机构信息

Chair of Cognitive Science, ETH Zürich;

Chair of Cognitive Science, ETH Zürich; Digital Society Initiative, University of Zürich; Department of Geography, University of Zürich.

出版信息

J Vis Exp. 2018 Aug 26(138):58155. doi: 10.3791/58155.

DOI:10.3791/58155
PMID:30199016
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6231909/
Abstract

Investigating the interactions among multiple participants is a challenge for researchers from various disciplines, including the decision sciences and spatial cognition. With a local area network and dedicated software platform, experimenters can efficiently monitor the behavior of the participants that are simultaneously immersed in a desktop virtual environment and digitalize the collected data. These capabilities allow for experimental designs in spatial cognition and navigation research that would be difficult (if not impossible) to conduct in the real world. Possible experimental variations include stress during an evacuation, cooperative and competitive search tasks, and other contextual factors that may influence emergent crowd behavior. However, such a laboratory requires maintenance and strict protocols for data collection in a controlled setting. While the external validity of laboratory studies with human participants is sometimes questioned, a number of recent papers suggest that the correspondence between real and virtual environments may be sufficient for studying social behavior in terms of trajectories, hesitations, and spatial decisions. In this article, we describe a method for conducting experiments on decision-making and navigation with up to 36 participants in a networked desktop virtual reality setup (i.e., the Decision Science Laboratory or DeSciL). This experiment protocol can be adapted and applied by other researchers in order to set up a networked desktop virtual reality laboratory.

摘要

对于包括决策科学和空间认知在内的各学科研究人员而言,探究多个参与者之间的互动是一项挑战。借助局域网和专用软件平台,实验者能够高效监控同时沉浸于桌面虚拟环境中的参与者的行为,并将收集到的数据数字化。这些功能使得在空间认知和导航研究中进行实验设计成为可能,而这些实验在现实世界中开展即便并非不可能,也会非常困难。可能的实验变量包括疏散过程中的压力、合作与竞争搜索任务,以及其他可能影响群体突发行为的情境因素。然而,这样一个实验室需要维护,并且在受控环境中进行数据收集时需要严格的协议。虽然涉及人类参与者的实验室研究的外部有效性有时会受到质疑,但最近的一些论文表明,就轨迹、犹豫和空间决策而言,现实环境与虚拟环境之间的对应关系可能足以用于研究社会行为。在本文中,我们描述了一种在联网桌面虚拟现实设置(即决策科学实验室或DeSciL)中对多达36名参与者进行决策和导航实验的方法。其他研究人员可以采用并应用此实验方案来建立一个联网桌面虚拟现实实验室。