• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

虚拟现实领域实验

Virtual Reality experiments in the field.

作者信息

Quirós-Ramírez Maria Alejandra, Feineisen Anna, Streuber Stephan, Reips Ulf-Dietrich

机构信息

Department of Psychology, University of Konstanz, Konstanz, Baden-Württemberg, Germany.

Department of Electrical Engineering and Computer Science, Coburg University of Applied Sciences, Coburg, Bavaria, Germany.

出版信息

PLoS One. 2025 Apr 8;20(4):e0318688. doi: 10.1371/journal.pone.0318688. eCollection 2025.

DOI:10.1371/journal.pone.0318688
PMID:40198670
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11978061/
Abstract

Virtual Reality (VR) has paved its way into experimental psychology due to its capacity to realistically simulate real-world experiences in a controlled way. Theoretically, this technology opens the possibility to conduct experiments anywhere in the world using consumer hardware (e.g. mobile-VR). This would allow researchers to access large scale, heterogeneous samples and to conduct experiments in the field in cases where social distancing is required - e.g. during the COVID-19 pandemic. Here, we investigate the feasibility of carrying VR experiments in the field using mobile-VR through a stress inductive (public speaking task) and a relaxation (nature) task and contrast them with results in the laboratory (HTC Vive and mobile-VR). The first experiment employed a 2 (device: HTC Vive Pro (HMD) versus Wearality Sky VR smartphone adapter) x 3 (audience: 'none', 'attentive', 'inattentive') between-subjects design. Thirty-four participants took part in the experiment and completed a public speaking task. No significant difference was detected in participants' sense of presence, cybersickness, or stress levels. In the second experiment, using an inexpensive Google Cardboard smartphone adapter a 3 (between: device setting) x 2 (within: task) mixed-design was employed. Sixty participants joined the experiment, and completed a public speaking and a nature observation task. No significant difference in participants' sense of presence, cybersickness, perceived stress and relaxation were detected. Taken together, our results provide initial evidence supporting the feasibility and validity of using mobile VR in specific psychological field experiments, such as stress induction and relaxation tasks, conducted in the field. We discuss challenges and concrete recommendations for using VR in field experiments. Future research is needed to evaluate its applicability across a broader range of experimental paradigms.

摘要

虚拟现实(VR)因其能够以可控方式逼真地模拟现实世界体验而进入了实验心理学领域。从理论上讲,这项技术使得使用消费级硬件(如移动VR)在世界任何地方进行实验成为可能。这将使研究人员能够获取大规模、异质的样本,并在需要保持社交距离的情况下(例如在COVID-19大流行期间)在实地进行实验。在这里,我们通过压力诱导(公开演讲任务)和放松(自然场景)任务,研究了使用移动VR在实地进行VR实验的可行性,并将其与实验室(HTC Vive和移动VR)的结果进行对比。第一个实验采用了2(设备:HTC Vive Pro头戴式显示器(HMD)与Wearality Sky VR智能手机适配器)×3(观众:“无”、“专注”、“不专注”)的组间设计。34名参与者参加了该实验,并完成了一项公开演讲任务。在参与者的临场感、晕动症或压力水平方面未检测到显著差异。在第二个实验中,使用了一个廉价的谷歌纸板智能手机适配器,采用了3(组间:设备设置)×2(组内:任务)的混合设计。60名参与者参与了该实验,并完成了一项公开演讲和一项自然观察任务。在参与者的临场感、晕动症、感知压力和放松方面未检测到显著差异。综上所述,我们的结果提供了初步证据,支持在实地进行的特定心理领域实验(如压力诱导和放松任务)中使用移动VR的可行性和有效性。我们讨论了在实地实验中使用VR的挑战和具体建议。未来需要进行研究以评估其在更广泛的实验范式中的适用性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/f87df49679aa/pone.0318688.g013.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/f105651ffd42/pone.0318688.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/766816224aab/pone.0318688.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/e4f23b332a1a/pone.0318688.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/3f59188856ce/pone.0318688.g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/a3cf76ca832e/pone.0318688.g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/54aaa769107e/pone.0318688.g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/b7679269d372/pone.0318688.g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/b010dd136733/pone.0318688.g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/9d356fd1ac84/pone.0318688.g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/10c43e20d87e/pone.0318688.g010.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/be8792bead26/pone.0318688.g011.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/71ad0c4bdc28/pone.0318688.g012.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/f87df49679aa/pone.0318688.g013.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/f105651ffd42/pone.0318688.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/766816224aab/pone.0318688.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/e4f23b332a1a/pone.0318688.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/3f59188856ce/pone.0318688.g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/a3cf76ca832e/pone.0318688.g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/54aaa769107e/pone.0318688.g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/b7679269d372/pone.0318688.g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/b010dd136733/pone.0318688.g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/9d356fd1ac84/pone.0318688.g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/10c43e20d87e/pone.0318688.g010.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/be8792bead26/pone.0318688.g011.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/71ad0c4bdc28/pone.0318688.g012.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e94c/11978061/f87df49679aa/pone.0318688.g013.jpg

相似文献

1
Virtual Reality experiments in the field.虚拟现实领域实验
PLoS One. 2025 Apr 8;20(4):e0318688. doi: 10.1371/journal.pone.0318688. eCollection 2025.
2
Designing a Smartphone-Based Virtual Reality App for Relaxation: Qualitative Crossover Study.设计一款基于智能手机的虚拟现实放松应用程序:定性交叉研究。
JMIR Form Res. 2025 Feb 13;9:e62663. doi: 10.2196/62663.
3
Virtual Reality Air Travel Training Using Apple iPhone X and Google Cardboard: A Feasibility Report with Autistic Adolescents and Adults.使用苹果iPhone X和谷歌纸板的虚拟现实航空旅行训练:一份针对自闭症青少年和成年人的可行性报告。
Autism Adulthood. 2020 Dec 1;2(4):325-333. doi: 10.1089/aut.2019.0076. Epub 2020 Dec 11.
4
Virtual reality relaxation for the general population: a systematic review.虚拟现实放松对普通人群的影响:系统评价。
Soc Psychiatry Psychiatr Epidemiol. 2021 Oct;56(10):1707-1727. doi: 10.1007/s00127-021-02110-z. Epub 2021 Jun 13.
5
Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.影响虚拟现实游戏享受度的因素:涉及消费者级虚拟现实技术的比较。
Games Health J. 2019 Feb;8(1):15-23. doi: 10.1089/g4h.2017.0190. Epub 2018 Sep 8.
6
An Integrated Platform Combining Immersive Virtual Reality and Physiological Sensors for Systematic and Individualized Assessment of Stress Response (bWell): Design and Implementation Study.一个结合沉浸式虚拟现实和生理传感器的综合平台,用于压力反应的系统和个性化评估(bWell):设计与实施研究
JMIR Form Res. 2025 Mar 4;9:e64492. doi: 10.2196/64492.
7
Effectiveness of Self-guided App-Based Virtual Reality Cognitive Behavior Therapy for Acrophobia: A Randomized Clinical Trial.基于自我引导的应用程序的虚拟现实认知行为疗法治疗恐高症的有效性:一项随机临床试验。
JAMA Psychiatry. 2019 Jul 1;76(7):682-690. doi: 10.1001/jamapsychiatry.2019.0219.
8
Movement tracking accuracy of HTC Vive VR System during upper body discrete motion tasks.HTC Vive虚拟现实系统在上半身离散运动任务中的运动跟踪精度。
Annu Int Conf IEEE Eng Med Biol Soc. 2024 Jul;2024:1-4. doi: 10.1109/EMBC53108.2024.10782535.
9
Use of virtual reality in the inpatient rehabilitation of COVID-19 patients.虚拟现实在 COVID-19 患者住院康复中的应用。
Gen Hosp Psychiatry. 2021 Jul-Aug;71:76-81. doi: 10.1016/j.genhosppsych.2021.04.008. Epub 2021 Apr 29.
10
An 8-Week Self-Administered At-Home Behavioral Skills-Based Virtual Reality Program for Chronic Low Back Pain: Double-Blind, Randomized, Placebo-Controlled Trial Conducted During COVID-19.一项针对慢性下腰痛的 8 周自我管理家庭行为技能为基础的虚拟现实程序:在 COVID-19 期间进行的双盲、随机、安慰剂对照试验。
J Med Internet Res. 2021 Feb 22;23(2):e26292. doi: 10.2196/26292.

本文引用的文献

1
How immersive virtual reality can become a key tool to advance research and psychotherapy of eating and weight disorders.沉浸式虚拟现实如何成为推进饮食和体重障碍研究及心理治疗的关键工具。
Front Psychiatry. 2022 Nov 3;13:1011620. doi: 10.3389/fpsyt.2022.1011620. eCollection 2022.
2
lab.js: A free, open, online study builder.lab.js:一个免费的、开放的、在线的研究构建器。
Behav Res Methods. 2022 Apr;54(2):556-573. doi: 10.3758/s13428-019-01283-5.
3
GestOnHMD: Enabling Gesture-based Interaction on Low-cost VR Head-Mounted Display.GestOnHMD:在低成本 VR 头戴式显示器上实现基于手势的交互。
IEEE Trans Vis Comput Graph. 2021 May;27(5):2597-2607. doi: 10.1109/TVCG.2021.3067689. Epub 2021 Apr 15.
4
Smartphone sensor accuracy varies from device to device in mobile research: The case of spatial orientation.智能手机传感器在移动研究中的精度因设备而异:空间方向的情况。
Behav Res Methods. 2021 Feb;53(1):22-33. doi: 10.3758/s13428-020-01404-5.
5
Can Simulated Nature Support Mental Health? Comparing Short, Single-Doses of 360-Degree Nature Videos in Virtual Reality With the Outdoors.模拟自然能促进心理健康吗?比较虚拟现实中短时间单剂量360度自然视频与户外环境的效果。
Front Psychol. 2020 Jan 15;10:2667. doi: 10.3389/fpsyg.2019.02667. eCollection 2019.
6
Conducting online virtual environment experiments with uncompensated, unsupervised samples.进行未经补偿、无监督样本的在线虚拟环境实验。
PLoS One. 2020 Jan 30;15(1):e0227629. doi: 10.1371/journal.pone.0227629. eCollection 2020.
7
Behavioral realism and lifelike psychophysiological responses in virtual reality by the example of a height exposure.虚拟现实中的行为逼真度和逼真的心理生理反应——以高空暴露为例。
Psychol Res. 2021 Feb;85(1):68-81. doi: 10.1007/s00426-019-01244-9. Epub 2019 Sep 13.
8
The Influence of Forest Resting Environments on Stress Using Virtual Reality.虚拟现实中森林休憩环境对压力的影响。
Int J Environ Res Public Health. 2019 Sep 5;16(18):3263. doi: 10.3390/ijerph16183263.
9
Virtually stressed? A refined virtual reality adaptation of the Trier Social Stress Test (TSST) induces robust endocrine responses.实际上有压力吗?特里尔社会应激测试(TSST)的改良虚拟现实适应可引起强烈的内分泌反应。
Psychoneuroendocrinology. 2019 Mar;101:186-192. doi: 10.1016/j.psyneuen.2018.11.010. Epub 2018 Nov 10.
10
Best practices: Two Web-browser-based methods for stimulus presentation in behavioral experiments with high-resolution timing requirements.最佳实践:两种基于网络浏览器的刺激呈现方法,用于具有高分辨率时间要求的行为实验。
Behav Res Methods. 2019 Jun;51(3):1441-1453. doi: 10.3758/s13428-018-1126-4.