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刺激颜色波长影响虚拟现实 Go/No-Go 任务的表现。

Stimulus Color Wavelength Influences Performance in a Virtual Reality Go/No-Go Task.

机构信息

Department of Psychology, University of Houston, Houston, TX 77204, USA.

Department of Molecular and Human Genetics, Baylor College of Medicine, Houston, TX 77030, USA.

出版信息

Mil Med. 2024 Aug 19;189(Suppl 3):652-658. doi: 10.1093/milmed/usae212.

DOI:10.1093/milmed/usae212
PMID:39160874
Abstract

INTRODUCTION

This study investigated the influence of stimulus color wavelength on cognitive performance in a virtual reality (VR) Go/No-Go task by assessing participant's reaction time and accuracy. Previous research has indicated that color has a variety of cognitive, physiological, and behavioral effects on individuals, differentiating their performance. However, there is a gap in understanding the influence of color on performance on VR cognitive tasks. An understanding of how stimulus color wavelength influences human performance could enhance the control over the design and interpretation of assessment and training outcomes in VR.

MATERIALS AND METHODS

Participants (n = 99, 57 males, aged 18 to 33 years) were recruited from the University of Houston and surrounding areas. Participants completed a VR-based Go/No-Go task. In this task, participants were instructed to strike 3D shape stimuli only if they matched the color of one of 2 virtual sabers that participants hand in their hands in VR ("Go" trials). If neither virtual saber matched the presented shape color ("No-Go" trials), participants were instructed not to respond. Stimulus colors could be violet (407 nm), blue (478 nm), green (507 nm), yellow (612 nm), and red (679 nm). Participants' reaction times and accuracy were recorded. The study design and procedures were approved by the University of Houston's Institutional Review Board.

RESULTS

Stimulus color wavelength had a significant influence on accuracy during the Go/No-Go saber color match condition task. In both Go and No-Go trials, longer wavelengths were associated with reduced accuracy. However, no significant findings on wavelength and reaction time were present. These findings emphasize the impact of stimulus color on task performance.

CONCLUSIONS

Shorter color wavelengths were associated with higher accuracy in a VR Go/No-Go task. These findings support the importance of color selection in VR tasks and trainings, especially in scenarios that include decision-making and require accuracy. Realistic colors encountered in real-life military operations into VR training environments may better prepare individuals for real-world challenges. Future research in this area could explore color effects in additional tasks and incorporate realistic color-based cues in VR training scenarios.

摘要

简介

本研究通过评估参与者的反应时间和准确性,考察了刺激颜色波长对虚拟现实(VR)Go/No-Go 任务中认知表现的影响。先前的研究表明,颜色对个体具有多种认知、生理和行为影响,从而区分他们的表现。然而,对于颜色如何影响 VR 认知任务的表现,我们的理解还存在差距。了解刺激颜色波长如何影响人类表现,可以增强对 VR 评估和培训结果设计和解释的控制。

材料与方法

参与者(n=99,57 名男性,年龄 18 至 33 岁)来自休斯顿大学及周边地区。参与者完成了基于 VR 的 Go/No-Go 任务。在这个任务中,参与者被指示只有当他们手中的 2 把虚拟剑中的一把与 3D 形状刺激的颜色相匹配时(“Go”试验)才击打该形状。如果两把虚拟剑都与呈现的形状颜色不匹配(“No-Go”试验),则参与者被指示不做出反应。刺激颜色可以是紫色(407nm)、蓝色(478nm)、绿色(507nm)、黄色(612nm)和红色(679nm)。记录参与者的反应时间和准确性。该研究设计和程序获得了休斯顿大学机构审查委员会的批准。

结果

刺激颜色波长对 Go/No-Go 剑颜色匹配条件任务的准确性有显著影响。在 Go 和 No-Go 试验中,较长的波长与准确性降低有关。然而,在波长和反应时间上没有显著发现。这些发现强调了刺激颜色对任务表现的影响。

结论

在 VR Go/No-Go 任务中,较短的颜色波长与更高的准确性相关。这些发现支持在 VR 任务和培训中选择颜色的重要性,特别是在涉及决策和需要准确性的情况下。将现实生活中军事行动中遇到的逼真颜色纳入 VR 训练环境中,可能会使个人更好地为现实世界的挑战做好准备。未来在该领域的研究可以探索其他任务中的颜色效应,并在 VR 培训场景中纳入逼真的基于颜色的线索。

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