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比较类别学习实验的虚拟现实、基于桌面的 3D 和 2D 版本。

Comparing virtual reality, desktop-based 3D, and 2D versions of a category learning experiment.

机构信息

Department of Psychology, Simon Fraser University, Burnaby, British Columbia, Canada.

Cognitive Science Program, Simon Fraser University, Burnaby, British Columbia, Canada.

出版信息

PLoS One. 2022 Oct 6;17(10):e0275119. doi: 10.1371/journal.pone.0275119. eCollection 2022.

DOI:10.1371/journal.pone.0275119
PMID:36201546
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9536585/
Abstract

Virtual reality (VR) has seen increasing application in cognitive psychology in recent years. There is some debate about the impact of VR on both learning outcomes and on patterns of information access behaviors. In this study we compare performance on a category learning task between three groups: one presented with three-dimensional (3D) stimuli while immersed in the HTC Vive VR system (n = 26), another presented with the same 3D stimuli while using a flat-screen desktop computer (n = 26), and a third presented with a two-dimensional projection of the stimuli on a desktop computer while their eye movements were tracked (n = 8). In the VR and 3D conditions, features of the object to be categorized had to be revealed by rotating the object. In the eye tracking control condition (2D), all object features were visible, and participants' gaze was tracked as they examined each feature. Over 240 trials we measured accuracy, reaction times, attentional optimization, time spent on feedback, fixation durations, and fixation counts for each participant as they learned to correctly categorize the stimuli. In the VR condition, participants had increased fixation counts compared to the 3D and 2D conditions. Reaction times for the 2D condition were significantly faster and fixation durations were lower compared to the VR and 3D conditions. We found no significant differences in learning accuracy between the VR, 3D, and 2D conditions. We discuss implications for both researchers interested in using VR to study cognition, and VR developers hoping to use non-VR research to guide their designs and applications.

摘要

近年来,虚拟现实(VR)在认知心理学中得到了越来越多的应用。关于 VR 对学习成果和信息获取行为模式的影响存在一些争议。在这项研究中,我们比较了三组在类别学习任务上的表现:一组在 HTC Vive VR 系统中沉浸在三维(3D)刺激下(n=26),另一组在使用平面屏幕台式计算机时呈现相同的 3D 刺激(n=26),第三组在台式计算机上呈现刺激的二维投影,同时跟踪他们的眼球运动(n=8)。在 VR 和 3D 条件下,要分类的物体的特征必须通过旋转物体来揭示。在眼动跟踪控制条件(2D)下,所有物体特征都是可见的,参与者在检查每个特征时,注视点会被跟踪。在 240 多次试验中,我们测量了每个参与者在学习正确分类刺激时的准确性、反应时间、注意力优化、反馈时间、注视持续时间和注视次数。在 VR 条件下,与 3D 和 2D 条件相比,参与者的注视次数增加。与 VR 和 3D 条件相比,2D 条件的反应时间明显更快,注视持续时间更低。我们没有发现 VR、3D 和 2D 条件之间学习准确性的显著差异。我们讨论了这对有兴趣使用 VR 研究认知的研究人员和希望使用非 VR 研究来指导其设计和应用的 VR 开发人员的影响。

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