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基于个人电脑的虚拟现实食品购买环境与沉浸式虚拟现实食品购买环境在可用性、临场感和生理反应方面的差异。

The Difference between PC-Based and Immersive Virtual Reality Food Purchase Environments on Useability, Presence, and Physiological Responses.

作者信息

Woodall Shelley, Hollis James H

机构信息

Department of Food Science and Human Nutrition, Iowa State University, Ames, IA 50312, USA.

出版信息

Foods. 2024 Jan 15;13(2):264. doi: 10.3390/foods13020264.

DOI:10.3390/foods13020264
PMID:38254565
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10814356/
Abstract

Computer simulations used to study food purchasing behavior can be separated into low immersion virtual environments (LIVE), which use personal computers and standard monitors to display a scene, and high immersion virtual environments (HIVE) which use virtual reality technology such as head-mounted displays to display a scene. These methods may differ in their ability to create feelings of presence or cybersickness that would influence the usefulness of these approaches. In this present study, thirty-one adults experienced a virtual supermarket or fast-food restaurant using a LIVE system or a HIVE system. Feelings of presence and cybersickness were measured using questionnaires or physiological responses (heart rate and electrodermal activity). The participants were also asked to rate their ability to complete the set task. The results of this study indicate that participants reported a higher sense of presence in the HIVE scenes as compared to the LIVE scenes ( < 0.05). The participant's heart rate and electrodermal activity were significantly higher in the HIVE scene treatment when compared to the LIVE scene ( < 0.05). There was no difference in the participant's ability to complete tasks in the different scenes. In addition, feelings of cybersickness were not different between the HIVE and LIVE scenes.

摘要

用于研究食品购买行为的计算机模拟可分为低沉浸虚拟环境(LIVE)和高沉浸虚拟环境(HIVE)。低沉浸虚拟环境使用个人电脑和标准显示器来展示场景,而高沉浸虚拟环境则使用虚拟现实技术,如头戴式显示器来展示场景。这些方法在营造临场感或晕动症方面的能力可能有所不同,而这会影响这些方法的实用性。在本研究中,31名成年人使用LIVE系统或HIVE系统体验了虚拟超市或快餐店。使用问卷或生理反应(心率和皮肤电活动)来测量临场感和晕动症。参与者还被要求对他们完成既定任务的能力进行评分。本研究结果表明,与LIVE场景相比,参与者在HIVE场景中报告的临场感更高(<0.05)。与LIVE场景相比,参与者在HIVE场景处理中的心率和皮肤电活动显著更高(<0.05)。参与者在不同场景中完成任务的能力没有差异。此外,HIVE和LIVE场景之间的晕动症感受没有差异。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fd44/10814356/0a39eab4e63a/foods-13-00264-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fd44/10814356/9ce1bff71ac1/foods-13-00264-g001a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fd44/10814356/0a39eab4e63a/foods-13-00264-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fd44/10814356/9ce1bff71ac1/foods-13-00264-g001a.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fd44/10814356/0a39eab4e63a/foods-13-00264-g002.jpg

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