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从虚拟化身的角度看物体可供使用性。

Object affordances from the perspective of an avatar.

机构信息

Institute of Industrial Engineering and Ergonomics, RWTH Aachen University, Aachen, Germany.

Work and Cognitive Psychology, RWTH Aachen University, Germany.

出版信息

Conscious Cogn. 2021 Jul;92:103133. doi: 10.1016/j.concog.2021.103133. Epub 2021 May 8.

Abstract

Humans often interact with avatars in video gaming, workplace, or health applications, for instance. The present research studied object affordances from an avatar's perspective. In two experiments, participants responded to objects with a left/right keypress, indicating whether the objects were upright or inverted. Task-irrelevant objects' handles were aligned with either the left or right hand of the actor and/or avatar. We hypothesized that actors respond faster when the handles are aligned, as compared to non-aligned, with the respective avatar hand (spatial alignment effect or object-based Simon effect). In Experiment 1, the spatial alignment effect was increased through the presentation of avatar hands as compared to when no hands were presented. In Experiment 2, the avatar perspective was rotated by 90° to the right and left of the actor's view. Here, the spatial alignment effect was guided by the avatar, suggesting that the actors took its perspective when perceiving objects' affordances.

摘要

例如,人类经常在视频游戏、工作场所或健康应用程序中与化身进行互动。本研究从化身的角度研究了物体的可供性。在两项实验中,参与者使用左/右键对物体做出反应,以指示物体是直立的还是倒置的。与演员和/或化身的手无关的任务的手柄与演员的手对齐。我们假设当手柄与相应的化身手对齐时,与未对齐时相比,演员的反应会更快(空间对齐效应或基于对象的西蒙效应)。在实验 1 中,与不呈现手相比,通过呈现化身手增加了空间对齐效应。在实验 2 中,将化身的视角相对于演员的视角向右和向左旋转 90°。在这里,空间对齐效应由化身引导,这表明演员在感知物体的可供性时采用了它的视角。

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引用本文的文献

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Perspective Taking and Avatar-Self Merging.
Front Psychol. 2022 Mar 18;13:714464. doi: 10.3389/fpsyg.2022.714464. eCollection 2022.

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