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在虚拟现实中观看电影:一个用于研究屏幕媒体效果的研究生态系统。

Watching movies in VR: A research ecosystem for the study of screen media effects.

作者信息

Delle Faith A, Bente Gary, Jahn Nolan, Wu Juncheng

机构信息

Department of Advertising and Public Relations, Michigan State University, East Lansing, MI, USA.

Department of Communication, Michigan State University, East Lansing, MI, USA.

出版信息

Behav Res Methods. 2025 Jul 25;57(9):238. doi: 10.3758/s13428-025-02750-y.

Abstract

We introduce a virtual reality (VR) research ecosystem for the study of screen media effects and present a study providing evidence for its usability and validity. The study tested whether responses to affect-laden films presented on a standard TV within a physical space can be replicated in a virtual environment. The virtual setting was developed using Vizard 7.0, an open-access and customizable solution for media research. Using a between-subjects design, 70 participants were randomly assigned to either a TV or VR condition. Both groups were exposed to the same set of nine movie clips, encompassing three emotional categories (scary, funny, sad). While participants in the TV condition watched the clips on a physical 65″ TV, participants in the VR condition watched the clips on a virtual screen in the VR living room using a Meta Quest 2 VR headset. Continuous ratings of perceived emotional intensity and physiological measures of arousal (skin conductance level, heart rate, pulse volume amplitude) served as dependent variables. Overall, results confirmed the convergent validity between the two experimental conditions, revealing high correlations for all process variables across all stimuli. Results also demonstrated distinct responses to the clips of different emotional tones that were consistent across the experimental conditions. The findings encourage the use of VR for the study of screen media effects, demonstrating convergent validity with real-world scenarios while offering significant advantages, such as standardization and portability of the experimental setup as well as high levels of experimental control over reception setting variables.

摘要

我们引入了一个用于研究屏幕媒体效果的虚拟现实(VR)研究生态系统,并展示了一项为其可用性和有效性提供证据的研究。该研究测试了在物理空间中的标准电视上播放的情感丰富的电影所引发的反应是否能在虚拟环境中得到复制。虚拟场景是使用Vizard 7.0开发的,这是一个用于媒体研究的开放获取且可定制的解决方案。采用组间设计,70名参与者被随机分配到电视组或VR组。两组都观看了同一组九个电影片段,涵盖三种情感类别(恐怖、搞笑、悲伤)。电视组的参与者在一台65英寸的实体电视上观看片段,而VR组的参与者则使用Meta Quest 2 VR头显在VR客厅的虚拟屏幕上观看片段。对感知到的情感强度的连续评分以及生理唤醒指标(皮肤电导率水平、心率、脉搏容积振幅)作为因变量。总体而言,结果证实了两种实验条件之间的收敛效度,揭示了所有刺激下所有过程变量的高度相关性。结果还表明,在不同实验条件下,对不同情感基调的片段有明显一致的反应。这些发现鼓励使用VR来研究屏幕媒体效果,证明了与现实场景的收敛效度同时还具有显著优势,如实验设置的标准化和便携性以及对接收环境变量的高度实验控制。

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