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新冠疫情期间的共享虚拟现实体验:探索沉浸式视频互动的满足感和影响。

Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos.

机构信息

Department of Communication, North Carolina State University, Raleigh, NC 27695, USA.

Department of Media and Communication, City University of Hong Kong, Hong Kong, China.

出版信息

Int J Environ Res Public Health. 2022 Apr 21;19(9):5056. doi: 10.3390/ijerph19095056.

Abstract

The coronavirus (COVID-19) pandemic and recent economic recession have been impacting many people's mental health. The experience of social distancing created new hardships for people who already reported symptoms of depression or anxiety. In these circumstances, new technologies, such as immersive virtual reality (VR) videos, could serve as useful tools for facilitating interactions, emotional sharing, and information processing within a virtual environment. In this study, researchers aimed to enrich the information processing literature by focusing on the uses and gratifications of 360-degree VR videos during the pandemic. Through employing survey research with 1422 participants located in the U.S. and structural equation modeling for data analysis, this study found that five types of gratification, including utilitarian (i.e., navigation), hedonic (i.e., enjoyment), sensual (i.e., realism), social (i.e., community), and symbolic (i.e., coolness), significantly motivated users to use such immersive videos. Simultaneously, data demonstrated that these five types of gratification could influence users' cognitive engagement with virtual content. In addition, such VR engagement facilitated users' positive attitudes toward immersive videos and continued usage of them. The findings provided practical implications for COVID-19 global recovery as well.

摘要

冠状病毒(COVID-19)大流行和最近的经济衰退一直在影响许多人的心理健康。社交隔离的经历给已经报告有抑郁或焦虑症状的人带来了新的困难。在这种情况下,新技术,如沉浸式虚拟现实(VR)视频,可以作为在虚拟环境中促进互动、情感分享和信息处理的有用工具。在这项研究中,研究人员旨在通过关注大流行期间 360 度 VR 视频的使用和满足感,丰富信息处理文献。通过对 1422 名位于美国的参与者进行调查研究和结构方程建模进行数据分析,本研究发现,五种满足感,包括功利(即导航)、享乐(即享受)、感官(即真实)、社交(即社区)和象征(即酷),极大地激发了用户使用此类沉浸式视频的兴趣。同时,数据表明,这五种满足感可以影响用户对虚拟内容的认知参与度。此外,这种 VR 参与度促进了用户对沉浸式视频的积极态度和持续使用。这些发现为 COVID-19 全球复苏提供了实际意义。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ea41/9100784/bde7b54ba715/ijerph-19-05056-g001.jpg

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