虚拟现实社交环境中存在感的影响因素:定性研究。

Factors Affecting Sense of Presence in a Virtual Reality Social Environment: A Qualitative Study.

机构信息

1 Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom.

2 South London and Maudsley NHS Foundation Trust, Bethlem Royal Hospital, Monks Orchard Road, Beckenham, United Kingdom.

出版信息

Cyberpsychol Behav Soc Netw. 2019 Apr;22(4):288-292. doi: 10.1089/cyber.2018.0128. Epub 2019 Feb 25.

Abstract

Sense of presence is an important factor influencing the quality of the virtual reality (VR) experience. However, there is limited understanding of what factors affect presence in virtual environments. This study uses a qualitative methodology, specifically thematic analysis, to investigate factors affecting sense of presence in a VR social environment that has been designed for psychological assessment. After experiencing a virtual bar-room that contained interactions with multiple avatars, participants (n = 76) took part in a semistructured interview. Eight key themes and associated subthemes were identified: emotions about self (anxiety, paranoid ideation, and detachment), emotions about others (loneliness, retrospective emotions, and recognition of self), thoughts about self (memories and social judgment), thoughts about others (paranoid ideation and narrative), physiological reactions (anxiety and cybersickness), behavior of avatars (narrative, duration of interaction, and characteristics), interactivity with environment (movement and familiarity), and environmental characteristics (restrictions). Sense of presence was facilitated when the VR elicited genuine cognitive, emotional, and behavioral responses, and when participants created their own narrative about events. Presence decreased when participants experienced diminished agency and experienced physical impediments, such as cybersickness and awareness of apparatus and body movement. Strengths of the study include rich data generated by the qualitative approach and the large sample size. Limitations include lack of follow-up measuring longer-term effects.

摘要

存在感是影响虚拟现实(VR)体验质量的一个重要因素。然而,对于哪些因素会影响虚拟环境中的存在感,我们的理解还很有限。本研究采用定性方法,特别是主题分析,来调查为心理评估而设计的 VR 社交环境中影响存在感的因素。在体验了一个包含与多个化身互动的虚拟酒吧房间后,76 名参与者(n)参加了半结构化访谈。确定了八个关键主题和相关的子主题:自我情感(焦虑、偏执观念和分离)、他人情感(孤独、回顾情感和自我认同)、自我思考(记忆和社会判断)、他人思考(偏执观念和叙事)、生理反应(焦虑和网络眩晕)、化身行为(叙事、互动持续时间和特征)、与环境的互动(运动和熟悉度)以及环境特征(限制)。当 VR 引发真实的认知、情感和行为反应,并且参与者对事件产生自己的叙事时,存在感会增强。当参与者体验到代理感减弱和身体障碍(如网络眩晕和对仪器和身体运动的意识)时,存在感会降低。该研究的优势包括定性方法产生的丰富数据和较大的样本量。局限性包括缺乏测量长期效果的后续措施。

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