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利用沉浸式模拟测试无法识别狩猎事件:是否可行?

Testing failure-to-identify hunting incidents using an immersive simulation: Is it viable?

机构信息

University of Auckland, New Zealand.

University of Auckland, New Zealand.

出版信息

Appl Ergon. 2021 May;93:103358. doi: 10.1016/j.apergo.2021.103358. Epub 2021 Jan 20.

Abstract

INTRODUCTION

Failure-to-identify hunting incidents occur when a hunter, believing they are shooting at an animal, shoots at another human. Anecdotal evidence from the hunting community suggests that heightened arousal or excitement ("buck fever"), liquid intake, food intake, sleepiness and personality factors may be contributory factors to such incidents. Hunters who have shot other people based on failures-to-identify also report observing their hunted quarry for a considerable time before discharging their firearm. Concerning the complexity of hunting, we sought to ascertain if simulation would prove an effective platform for future safety research into this phenomenon.

METHOD

We conducted a video-based simulation of a deer hunt during a hunting exhibition show. Participants (N = 60) took part in one of four conditions - two types of scenario (having a good versus bad hunt) and two types of video (clear opportunity to shoot a stag versus clear opportunity to shoot an animal that cannot be identified). We investigated hunting outcomes and physiological arousal during the simulation, as well as personality traits, and self-reports of food, liquid intake and sleepiness. We also measured estimated versus actual time elapsed.

RESULTS

Pupil dilation, consistent with psychophysiological arousal, occurred when the hunter spotted their first stag, whereas Electrodermal Activity reduced. In the 10 s before shooting, EDA increased substantially. Time also appeared to slow down based on the participants' estimations of duration.

CONCLUSIONS

The findings corroborate suggestions of physiological arousal in the immediate lead-up to shooting but fall short of direct evidence for "buck fever" contributing to target misidentification. The simulation appeared to provide enough immersion to facilitate future research.

PRACTICAL APPLICATION

This helps to understand the psychophysiological and temporal considerations of a hunter as they decide to shoot based on the information available to them at the time.

摘要

简介

当猎人以为自己在射击动物,却误向他人开枪时,就会发生认不出目标的狩猎事故。狩猎社区的传闻证据表明,高度的兴奋或激动(“鹿惊症”)、液体摄入、食物摄入、困倦和个性因素可能是导致此类事故的因素。基于认不出目标而向他人开枪的猎人报告称,在开枪前,他们会观察自己要猎取的目标很长一段时间。考虑到狩猎的复杂性,我们试图确定模拟是否能成为未来针对这种现象进行安全研究的有效平台。

方法

我们在狩猎展览会上进行了基于视频的 deer hunt 模拟。参与者(N=60)参加了四种条件中的一种——两种场景(狩猎情况好与差)和两种视频(清楚地有机会射击牡鹿与清楚地有机会射击无法识别的动物)。我们在模拟过程中调查了狩猎结果和生理唤醒,以及个性特征,以及食物、液体摄入和困倦的自我报告。我们还测量了估计和实际时间流逝。

结果

当猎人第一次发现牡鹿时,瞳孔扩张,与心理生理唤醒一致,而皮肤电反应减少。在开枪前的 10 秒内,EDA 大幅增加。基于参与者对持续时间的估计,时间似乎也变慢了。

结论

这些发现证实了在射击前的即时生理唤醒的建议,但未能直接证明“鹿惊症”导致目标识别错误。模拟似乎提供了足够的沉浸感,以促进未来的研究。

实际应用

这有助于理解猎人在根据当时可用的信息决定射击时的心理生理和时间考虑因素。

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