Department of Design and Environmental Analysis, College of Human Ecology, Cornell University, Ithaca, USA.
Sci Rep. 2021 May 13;11(1):10227. doi: 10.1038/s41598-021-89297-y.
Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables. VEs provide a tremendous capacity to isolate and readily adjust specific features of an architectural or product design. They also allow researchers to safely and effectively measure performance factors and physiological responses. However, the success of this form of design-testing depends on the generalizability of response measurements between VEs and real-world contexts. At the current time, there is very limited research evaluating the consistency of human response data across identical real and virtual environments. Rendering tools were used to precisely replicate a real-world classroom in virtual space. Participants were recruited and asked to complete a series of cognitive tests in the real classroom and in the virtual classroom. Physiological data were collected during these tests, including electroencephalography (EEG), electrocardiography (ECG), electrooculography (EOG), galvanic skin response (GSR), and head acceleration. Participants' accuracy on the cognitive tests did not significantly differ between the real classroom and the identical VE. However, the participants answered the tests more rapidly in the VE. No significant differences were found in eye blink rate and heart rate between the real and VR settings. Head acceleration and GSR variance were lower in the VE setting. Overall, EEG frequency band-power was not significantly altered between the real-world classroom and the VE. Analysis of EEG event-related potentials likewise indicated strong similarity between the real-world classroom and the VE, with a single exception related to executive functioning in a color-mismatch task.
沉浸式虚拟环境(VE)越来越多地用于评估人类对设计变量的反应。VE 提供了巨大的能力,可以隔离和轻松调整建筑或产品设计的特定特征。它们还允许研究人员安全有效地测量绩效因素和生理反应。然而,这种形式的设计测试的成功取决于 VE 和现实世界环境之间反应测量的可推广性。目前,评估人类反应数据在相同真实和虚拟环境中的一致性的研究非常有限。渲染工具用于在虚拟空间中精确复制真实的教室。招募参与者并要求他们在真实教室和虚拟教室中完成一系列认知测试。在这些测试期间收集生理数据,包括脑电图(EEG)、心电图(ECG)、眼电图(EOG)、皮肤电反应(GSR)和头部加速度。参与者在真实教室和相同的 VE 中的认知测试中的准确性没有显著差异。然而,参与者在 VE 中回答测试的速度更快。在真实和 VR 设置之间,眨眼率和心率没有发现显著差异。头部加速度和 GSR 方差在 VE 设置中较低。总体而言,EEG 频带功率在真实教室和 VE 之间没有显著改变。对 EEG 事件相关电位的分析同样表明,真实教室和 VE 之间具有很强的相似性,只有一个与颜色不匹配任务中的执行功能有关的例外。