Slater Mel, Cabriera Carlos, Senel Gizem, Banakou Domna, Beacco Alejandro, Oliva Ramon, Gallego Jaime
Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain.
Institute of Neurosciences of the University of Barcelona, Barcelona, Spain.
Virtual Real. 2023;27(2):651-675. doi: 10.1007/s10055-022-00685-9. Epub 2022 Aug 23.
We created a virtual reality version of a 1983 performance by Dire Straits, this being a highly complex scenario consisting of both the virtual band performance and the appearance and behaviour of the virtual audience surrounding the participants. Our goal was to understand the responses of participants, and to learn how this type of scenario might be improved for later reconstructions of other concerts. To understand the responses of participants we carried out two studies which used sentiment analysis of texts written by the participants. Study 1 ( = 25) (Beacco et al. in IEEE Virtual Reality: 538-545, 2021) had the unexpected finding that negative sentiment was caused by the virtual audience, where e.g. some participants were fearful of being harassed by audience members. In Study 2 ( = 26) notwithstanding some changes, the audience again led to negative sentiment-e.g. a feeling of being stared at. For Study 2 we compared sentiment with questionnaire scores, finding that the illusion of being at the concert was associated with positive sentiment for males but negative for females. Overall, we found sentiment was dominated by responses to the audience rather than the band. Participants had been placed in an unusual situation, being alone at a concert, surrounded by strangers, who seemed to pose a social threat for some of them. We relate our findings to the concept of Plausibility, the illusion that events and situations in the VR are really happening. The results indicate high Plausibility, since the negative sentiment, for example in response to being started at, only makes sense if the events are experienced as actually happening. We conclude with the need for co-design of VR scenarios, and the use of sentiment analysis in this process, rather than sole reliance on concepts proposed by researchers, typically expressed through questionnaires, which may not reflect the experiences of participants.
The online version contains supplementary material available at 10.1007/s10055-022-00685-9.
我们创建了一个1983年Dire Straits乐队演出的虚拟现实版本,这是一个高度复杂的场景,包括虚拟乐队表演以及围绕参与者的虚拟观众的外观和行为。我们的目标是了解参与者的反应,并学习如何改进这种场景,以便日后对其他音乐会进行重建。为了了解参与者的反应,我们进行了两项研究,对参与者撰写的文本进行情感分析。研究1(n = 25)(Beacco等人,《IEEE虚拟现实》:538 - 545,2021年)有一个意外发现,即负面情绪是由虚拟观众引起的,例如一些参与者害怕被观众骚扰。在研究2(n = 26)中,尽管有一些变化,但观众再次引发了负面情绪,例如被盯着看的感觉。对于研究2,我们将情感与问卷得分进行了比较,发现身处音乐会的错觉对男性来说与积极情绪相关,而对女性来说则与消极情绪相关。总体而言,我们发现情感主要由对观众的反应而非乐队主导。参与者被置于一种不寻常的情境中,独自在音乐会上,周围都是陌生人,其中一些人似乎对他们构成了社交威胁。我们将我们的发现与合理性概念联系起来,即虚拟现实中的事件和情境真的在发生的错觉。结果表明合理性很高,因为例如对被盯着看的负面情绪,只有当这些事件被体验为实际发生时才有意义。我们得出结论,需要对虚拟现实场景进行协同设计,并在此过程中使用情感分析,而不是仅仅依赖研究人员提出的概念,这些概念通常通过问卷来表达,可能无法反映参与者的体验。
在线版本包含可在10.1007/s10055 - 022 - 00685 - 9获取的补充材料。