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New proxemics in new space: proxemics in VR 新空间中的新近距学:VR 中的近距学
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-27 DOI: 10.1007/s10055-024-00982-5
Ikhwan Kim, Junghan Sung

With the development of computer technology, it is possible to design virtual reality (VR) media that provides services to multiple users. Hall’s proxemics theory, which holds that the distance varies depending on the relationship between people, has been applied when designing VR in such media. However, this concept was usually applied to designs without criticism and without confirming whether proxemic distances established in physical space are equally valid in VR. This study investigated how proxemics in VR activate differently from those in a physical space. We measured the distance and the number of instances of direct contact between people, with 69 participants from Korea and Turkiye. As a result, a proxemics pattern similar to that of a physical space appeared in VR. However, the average distance between participants in the VR was about 160% greater than in the physical space. Also, we could observe direct contact up to 260% more in the VR than in the physical space. We analyzed the collected data using Bayesian ANOVA and t-tests. We could clarify the difference between the two proxemics in physical space and VR, but the reason for the phenomenon has yet to be discovered. However, this study is meaningful because any industry designing VR, such as those in digital games, can directly apply the findings to manipulate multiple users’ emotions and experiences more efficiently. Additionally, this study provides directions for any future studies discussing VR design.

随着计算机技术的发展,设计能为多个用户提供服务的虚拟现实(VR)媒体成为可能。霍尔的近距离理论认为,距离因人与人之间的关系而异,在设计此类媒体的虚拟现实时已被应用。然而,这一概念在设计中的应用通常没有经过批判,也没有确认在物理空间中建立的近距离是否在 VR 中同样有效。本研究调查了 VR 中的近距离激活方式与物理空间中的近距离激活方式有何不同。我们测量了人与人之间的距离和直接接触的次数,69 名参与者来自韩国和土耳其。结果发现,在 VR 中出现了与物理空间类似的近距离模式。不过,在 VR 中,参与者之间的平均距离比物理空间中大 160%。此外,我们在 VR 中观察到的直接接触比在物理空间中多 260%。我们使用贝叶斯方差分析和 t 检验对收集到的数据进行了分析。我们可以明确物理空间和 VR 中两种接近方式之间的差异,但这一现象的原因仍有待发现。不过,这项研究还是很有意义的,因为任何设计 VR 的行业,如数字游戏行业,都可以直接应用研究结果,更有效地操纵多个用户的情绪和体验。此外,本研究还为今后讨论 VR 设计的任何研究提供了方向。
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引用次数: 0
Virtual reality based rehabilitation in adults with chronic neck pain: a systematic review and meta-analysis of randomized clinical trials 基于虚拟现实技术的成人慢性颈部疼痛康复治疗:随机临床试验的系统回顾和荟萃分析
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-27 DOI: 10.1007/s10055-024-00979-0

Abstract

Chronic neck pain is one of the most frequent musculoskeletal disorders, with high prevalence worldwide. Rehabilitation is an essential component of therapeutic strategy. Virtual reality based rehabilitation (VRBR) is a powerful distraction technique that could be beneficial for chronic neck pain patients. The objective of this systematic review was to analyse the effectiveness of VRBR in chronic neck pain treatment. We followed the PRISMA guidelines and used four databases (CINAHL, Medline (Via PubMed), Scopus and Web of Science) from their inception to August 2023. Eligibility criteria were established using PICOS. Methodological quality was evaluated with the Downs and Black scale and the risk of bias with the Revised Cochrane risk-of-bias tool. The meta-analysis was performed using the RevMan software. Six studies were included in the systematic review and the meta-analysis. We observed significant differences in favour of VRBR for pain intensity (SMD = − 0.46; 95% CI = − 0.74, − 0.19; p = 0.001), disability (MD = − 2.84; 95% CI = − 4.23, − 1.45; p < 0.0001), global perceived effect (MD = 0.49; 95% CI = 0.25, 0.72; p < 0.0001) and patient satisfaction (MD = 0.62; 95% CI = 0.38, 0.86; p < 0.00001). However, at short-term follow-up significant differences were only obtained for disability (MD = − 3.52; 95% CI = − 5.85, − 1.20; p = 0.003). VRBR can significantly improve pain intensity, disability, global perceived effect and patient satisfaction. The small number of articles included in the analysis is a limitation, even considering the good methodological quality of these studies. Investigating the effects of VRBR on mid and long-term follow-up and exploring different types of VR are needed.

PROSPERO database, registration number ID: CRD42020222129.

摘要 慢性颈部疼痛是最常见的肌肉骨骼疾病之一,在全世界的发病率都很高。康复是治疗策略的重要组成部分。基于虚拟现实的康复疗法(VRBR)是一种强大的分散注意力技术,可为慢性颈痛患者带来益处。本系统性综述旨在分析虚拟现实康复技术在慢性颈痛治疗中的有效性。我们遵循 PRISMA 指南,使用了四个数据库(CINAHL、Medline(通过 PubMed)、Scopus 和 Web of Science),时间跨度从开始到 2023 年 8 月。采用 PICOS 制定了资格标准。方法学质量采用唐斯和布莱克量表进行评估,偏倚风险采用修订版科克伦偏倚风险工具进行评估。荟萃分析使用 RevMan 软件进行。系统综述和荟萃分析共纳入了六项研究。我们观察到,在疼痛强度(SMD = - 0.46; 95% CI = - 0.74, - 0.19; p = 0.001)、残疾(MD = - 2.84; 95% CI = - 4.23, - 1.45; p <0.0001)、总体感知效果(MD = 0.49; 95% CI = 0.25, 0.72; p <0.0001)和患者满意度(MD = 0.62; 95% CI = 0.38, 0.86; p <0.00001)。然而,在短期随访中,只有在残疾方面存在显著差异(MD = - 3.52; 95% CI = - 5.85, - 1.20; p = 0.003)。VRBR 可以明显改善疼痛强度、残疾程度、整体感知效果和患者满意度。即使考虑到这些研究的方法质量较高,纳入分析的文章数量较少也是一个限制因素。需要对 VRBR 的中长期随访效果进行调查,并探索不同类型的 VR。PROSPERO 数据库,注册编号 ID:CRD42020222129。
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引用次数: 0
The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays 用户体验手臂远端振动触觉反馈与虚拟和物理显示器的交互作用
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00977-2

Abstract

Haptic feedback, a natural component of our everyday interactions in the physical world, requires careful design in virtual environments. However, feedback location can vary from the fingertip to the finger, hand, and arm due to heterogeneous input/output technology used for virtual environments, from joysticks to controllers, gloves, armbands, and vests. In this work, we report on the user experience of touch interaction with virtual displays when vibrotactile feedback is delivered on the finger, wrist, and forearm. In a first controlled experiment with fourteen participants and virtual displays rendered through a head-mounted device, we report a user experience characterized by high perceived enjoyment, confidence, efficiency, and integration as well as low perceived distraction, difficulty, and confusion. Moreover, we highlight participants’ preferences for vibrotactile feedback on the finger compared to other locations on the arm or through the VR controller, respectively. In a follow-up experiment with fourteen new participants and physical touchscreens, we report a similar preference for the finger, but also specific nuances of the self-reported experience, not observed in the first experiment with virtual displays. Overall, our results depict an enhanced user experience when distal vibrotactile feedback is available over no vibrations at all during interactions with virtual and physical displays, for which we propose future work opportunities for augmented interactions in virtual worlds.

摘要 触觉反馈是我们在物理世界中日常互动的自然组成部分,在虚拟环境中需要精心设计。然而,由于虚拟环境中使用的输入/输出技术各不相同,从操纵杆到控制器、手套、臂带和背心,反馈位置可能从指尖到手指、手掌和手臂。在这项工作中,我们报告了当振动反馈传递到手指、手腕和前臂时,用户与虚拟显示器进行触摸交互的体验。在首次对照实验中,14 名参与者通过头戴式设备与虚拟显示器进行了互动,我们报告了用户体验,其特点是高感知愉悦度、自信度、效率和整合度,以及低感知分心度、难度和困惑度。此外,我们还强调,与手臂上的其他位置或通过 VR 控制器获得的反馈相比,参与者更喜欢手指上的振动触觉反馈。在对 14 名新参与者和物理触摸屏进行的后续实验中,我们发现了类似的对手指的偏好,同时还发现了自我报告体验中的具体细微差别,这在第一次使用虚拟显示屏的实验中没有观察到。总之,我们的研究结果表明,在与虚拟和物理显示器进行交互时,如果有远端振动触觉反馈,用户体验会比完全没有振动时更好。
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引用次数: 0
Effects of vection type and postural instability on cybersickness 牵引类型和姿势不稳对晕机的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00969-2
Joel Teixeira, Sebastien Miellet, Stephen Palmisano

This study directly compared the novel unexpected vection hypothesis and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game. A total of 40 participants (19 males and 21 females) played an HMD-VR game (Aircar) for up to 14 min, or until their first experience of cybersickness. Based on their self-reports, 24 of these participants were classified as being ‘sick’ during the experiment, with the remainder being classified as ‘well’. Consistent with the unexpected vection hypothesis, we found that: (1) ‘sick’ participants were significantly more likely to report unexpected vection (i.e., an experience of self-motion that was different to what they had been expecting), and (2) sickness severity increased (exponentially) with the strength of any unexpected (but not expected) vection. Our results also supported the predictions of postural instability theory, finding that the onset of cybersickness was typically preceded by an increase in participants’ postural instability. However, when both sway and vection measures were combined, only unexpected vection was found to significantly predict the occurrence of sickness. These findings highlight the importance of unusual vection experiences and postural instability in understanding cybersickness. However, they suggest that developers should be able to make use of expected experiences of vection to safely enhance HMD-VR.

本研究首次在商业 VR 游戏中使用头戴式显示器(HMD)直接比较了虚拟现实(VR)中新颖的意外牵引假说和基于姿势不稳定性的晕机解释。共有 40 名参与者(19 名男性和 21 名女性)玩了长达 14 分钟的 HMD-VR 游戏(Aircar),或直到他们第一次体验到晕机为止。根据他们的自我报告,其中 24 名参与者在实验期间被归类为 "生病",其余则被归类为 "健康"。我们发现以下情况与 "意外向量 "假设相一致:(1) "生病 "的参与者更有可能报告出乎意料的牵引(即与他们预期不同的自我运动体验),(2)生病的严重程度会随着任何出乎意料的(而非预期的)牵引的强度而增加(呈指数增长)。我们的研究结果还支持姿势不稳定性理论的预测,即在晕机开始之前,参与者的姿势不稳定性通常会增加。然而,如果将摇摆和牵引这两种测量方法结合起来,就会发现只有意外牵引能显著预测晕机的发生。这些发现强调了不寻常的牵引体验和姿势不稳定性对理解晕机的重要性。不过,这些研究表明,开发人员应该能够利用预期的牵引体验来安全地增强 HMD-VR 的功能。
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引用次数: 0
Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior 普洛特斯效应还是身体承受力?虚拟高跟鞋对步态行为的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00966-5

Abstract

Shoes are an important part of the fashion industry, stereotypically affect our self-awareness as well as external perception, and can even biomechanically modify our gait pattern. Immersive Virtual Reality (VR) enables users not only to explore virtual environments, but also to control an avatar as a proxy for themselves. These avatars can wear any kind of shoe which might similarly affect self-awareness due to the Proteus Effect and even cause a bodily affordance to change the gait pattern. Bodily affordance describes a behavioral change in accordance with the expected constraints of the avatar a user is embodied with. In this article, we present the results of three user studies investigating potential changes in the gait pattern evoked by wearing virtual high-heels. Two user studies targeted female participants and one user study focused male participants. The participants wore either virtual sneakers or virtual high-heels while constantly wearing sneakers or socks in reality. To measure the gait pattern, the participants walked on a treadmill that also was added to the virtual environment. We measured significant differences in stride length and in the flexion of the hips and knees at heel strike and partly at toe off. Also, participants reported to walk more comfortably in the virtual sneakers in contrast to the virtual high-heels. This indicates a strong acceptance of the virtual shoes as their real shoes and hence suggests the existence of a bodily affordance. While sparking a discussion about the boundaries as well as aspects of the Proteus Effect and providing another insight into the effects of embodiment in VR, our results might also be important for researchers and developers.

摘 要 鞋子是时尚产业的重要组成部分,会刻板地影响我们的自我意识和外部感知,甚至会从生物力学角度改变我们的步态。沉浸式虚拟现实(VR)不仅能让用户探索虚拟环境,还能让他们控制一个化身来代表自己。这些化身可以穿任何类型的鞋子,这可能同样会由于普洛特斯效应(Proteus Effect)而影响自我意识,甚至导致身体负担能力(bodily affordance)改变步态。身体承受力描述的是与用户所化身的化身的预期约束相一致的行为变化。在本文中,我们介绍了三项用户研究的结果,这些研究调查了穿戴虚拟高跟鞋可能引起的步态变化。其中两项用户研究以女性参与者为对象,一项用户研究以男性参与者为对象。参与者穿着虚拟运动鞋或虚拟高跟鞋,同时在现实中一直穿着运动鞋或袜子。为了测量步态,参与者在跑步机上行走,跑步机也被添加到虚拟环境中。我们测得步长、脚跟着地时髋关节和膝关节的弯曲度与部分脚尖着地时的弯曲度存在明显差异。此外,与虚拟高跟鞋相比,参与者表示穿着虚拟运动鞋行走更舒适。这表明参与者非常认可虚拟鞋是他们真正穿的鞋,从而表明存在一种身体承受能力。我们的研究结果引发了人们对 "普洛特斯效应 "的边界和各个方面的讨论,并为虚拟现实中的体现效果提供了新的视角,同时对研究人员和开发人员也具有重要意义。
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引用次数: 0
How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse 如何激发用户参与元宇宙的意愿?对元宇宙重要因素的探讨
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-22 DOI: 10.1007/s10055-024-00983-4
Hsi-Peng Lu, Yi-Chin Chang, Chiao-Shan Chen

The issue of the metaverse has been widely discussed. The purpose of this research is to investigate users’ willingness to participate in the metaverse. This study used the self-efficacy theory and Theory of Reasoned Action (TRA) to explore their willingness to attend the metaverse. Furthermore, the study explored how the basic concepts of the metaverse (Avatars, Decentralized Value Exchange, and Immersive Experience) influence the users’ attitudes (Presence in Second-Life, 3D Interactivity, and Play-to-Earn) toward and willingness with respect to participating in the metaverse. A total of 150 valid experts’ responses were collected through an online questionnaire and analyzed through structural equation modeling. The results revealed that Presence in Second-Life and Play-to-Earn significantly impact the respondents’ willingness to participate in the metaverse. Moreover, 3D Interactivity affected their participation to willingness through Presence in Second-Life and Play-to-Earn.

元宇宙问题已被广泛讨论。本研究旨在调查用户参与元海外的意愿。本研究采用自我效能理论和理性行动理论(TRA)来探讨用户参与元海外的意愿。此外,本研究还探讨了元宇宙的基本概念(阿凡达、去中心化价值交换和沉浸式体验)如何影响用户对参与元宇宙的态度(第二人生中的存在感、三维互动性和玩中获利)和意愿。通过在线问卷共收集了 150 份有效的专家答复,并通过结构方程模型进行了分析。结果显示,"在第二人生中的存在感"(Presence in Second-Life)和 "游戏赚钱"(Play-to-Earn)对受访者参与元宇宙的意愿有显著影响。此外,3D 互动性通过 "第二人生 "中的 "存在感 "和 "玩到赚 "影响了受访者的参与意愿。
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引用次数: 0
VR interventions aimed to induce empathy: a scoping review 旨在诱发移情的虚拟现实干预:范围界定审查
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-19 DOI: 10.1007/s10055-024-00946-9
Lee Trevena, Jeni Paay, Rachael McDonald

To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.

目的是评估虚拟现实(VR)的方法和结果、旨在诱发移情的干预措施,并评估是否可以将 VR 用于残疾支持工作者(DSW)培训,同时强调未来研究的重点领域。作者对使用 VR 干预来诱导参与者产生移情的研究进行了一次范围审查。我们使用 "虚拟现实 "和 "移情 "作为关键词,在三个数据库中搜索了 1960 年至 2021 年间发表的文章。共搜索到 707 篇文章,对其中 44 篇进行了综述。虚拟现实干预在很大程度上提高了参与者的移情能力。大多数研究一致认为,虚拟现实促进透视的能力是引起参与者共情的关键。样本通常局限于医疗保健、医药和教育领域。这些文献为该技术诱导移情的功效提供了初步证据。已确定的研究缺口涉及已完成的有限研究、研究质量和设计、最佳实践干预特点、感兴趣的人群和结果,包括缺乏跨真实世界环境的转移和数据。
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引用次数: 0
Unlocking the potential of virtual reality to expand treatment frontiers for bulimia nervosa: a pilot study to explore the impact of virtual reality-enhanced cognitive-behavioral therapy 挖掘虚拟现实的潜力,拓展神经性贪食症的治疗领域:探索虚拟现实增强认知行为疗法影响的试点研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-18 DOI: 10.1007/s10055-024-00971-8
Maria Sansoni, Giorgia Varallo, Clelia Malighetti, Cosimo Tuena, Daniele Di Lernia, Gian Luca Cesa, Gian Mauro Manzoni, Gianluca Castelnuovo, Giuseppe Riva

The primary objective of this study is to assess the efficacy of a Virtual Reality (VR) intervention when compared to an integrated multimodal medically managed Inpatient Program (IP) in a cohort of 24 female patients diagnosed with Bulimia Nervosa (BN). Psychological measures (i.e., EDI-2) were assessed at three points: pre-treatment, post-treatment, and at 1-month follow-up. Behavioral measures (i.e., BMI) were evaluated at 6 different time points, instead (i.e., pre-treatment, post-treatment, 3, 6, 9, and 12 months from the discharge date). The VR treatment was more effective in improving the EDI subscales EDI-DT (i.e., drive for thinness) and EDI-BU (i.e., binging-purging behaviors). In particular, patients in the VR condition showed a reduced EDI-BU score at 1-month follow-up and post-test in comparison to the pre-test, as well as a lower EDI-DT score at 1-month follow-up compared to the pre-test. Conversely, no significant changes were noted in the IP group for either subscale. Regarding the behavioral measures, the group undergoing the VR condition reported the maintenance of the BMI in the long term compared to the IP. Specifically, in the VR group BMI decreased from the pre- to post-test, and from the pre-test to the 12-month follow-up. In the IP group, BMI improved from the pre- to the post-test, and from the pre-test to the 12-month follow-up. However, a relapse pattern was observed in the IP condition during the follow-up period, with a significant BMI increase from the post-test to the 9-month follow-up, from the 3 to the 9-month follow-up, from the 6 to the 9-month follow-up, and a decrease of BMI between the 9 and the 12-month follow-up. In conclusion, these results suggest that integrating VR treatment into the care of individuals with BN could enhance both immediate and sustained treatment outcomes. This may offer valuable insights for future studies to expand and delve deeper into the field of EDs.

本研究的主要目的是评估虚拟现实(VR)干预与综合多模式医疗管理住院计划(IP)相比,对 24 名被诊断为贪食症(BN)的女性患者的疗效。心理测量(即 EDI-2)在三个时间点进行评估:治疗前、治疗后和 1 个月的随访。行为测量(即体重指数)则在 6 个不同的时间点进行评估(即治疗前、治疗后、出院后 3 个月、6 个月、9 个月和 12 个月)。VR 治疗在改善 EDI 子量表 EDI-DT(即瘦身动力)和 EDI-BU(即进食-排便行为)方面更为有效。特别是,与测试前相比,VR 条件下的患者在 1 个月的随访和测试后的 EDI-BU 分数有所降低,而在 1 个月的随访中,EDI-DT 分数也低于测试前。相反,IP 组的两个分量表均无明显变化。在行为测量方面,与 IP 组相比,VR 组的 BMI 长期保持不变。具体来说,VR 组的体重指数从测试前到测试后,以及从测试前到 12 个月的随访期间都有所下降。在 IP 组中,BMI 从测试前到测试后,以及从测试前到 12 个月的随访都有所改善。然而,IP 组在随访期间出现了复发现象,从测试后到 9 个月随访期间、从 3 个月到 9 个月随访期间、从 6 个月到 9 个月随访期间,BMI 都有显著增加,而从 9 个月到 12 个月随访期间,BMI 则有所下降。总之,这些结果表明,将 VR 治疗融入 BN 患者的护理中可以提高即时和持续的治疗效果。这可能会为未来的研究提供有价值的见解,以拓展和深入研究 EDs 领域。
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引用次数: 0
Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance 用于教师课堂气氛管理培训的虚拟现实平台:评估用户接受度
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-16 DOI: 10.1007/s10055-024-00973-6

Abstract

Enhancing the educational experience through Immersive Virtual Reality (IVR) is a promising avenue, elevating the authenticity and responsiveness of simulations. Particularly in educational settings, IVR holds the potential to augment accessibility and engagement in learning. However, one pivotal aspect lies in assessing the learners' acceptance of such environments to ensure optimal and effective utilization of these technologies. This paper delves into the Didascalia Virtual-ClassRoom usability testing —an immersive IVR environment tailored for pre-service secondary school teachers. The platform transports users into a simulated classroom, where they are invited to play the role of a teacher. During the simulation, three scenarios are recreated, reproducing disruptive behaviours commonly faced in real classrooms. 84 participants (28 teachers and 56 pre-service teachers) engaged in decision-making to manage the classroom climate influenced by the simulated situations. To collect data, we used a questionnaire based on the Technology Acceptance Model (TAM) to assess and gauge users' inclinations and attitudes towards embracing the technology in question. To gain deeper insights into the user experience, participants were further invited to participate in semi-structured interviews, offering reflections and suggestions for potential enhancements. The evaluation process encompassed the perceived usefulness of the Didascalia Virtual-ClassRoom, shedding light on factors that could either facilitate or impede the adoption of this platform to enhance classroom management competence. The participants' perspectives serve as a valuable foundation for refining the tool's functionality, and their feedback fuels recommendations for its seamless integration into initial teacher training programs.

摘要 通过沉浸式虚拟现实技术(IVR)增强教育体验是一条大有可为的途径,可以提高模拟的真实性和响应速度。特别是在教育环境中,IVR 具有增强学习的可及性和参与性的潜力。然而,评估学习者对这种环境的接受程度是确保这些技术得到最佳和有效利用的一个关键环节。本文深入探讨了 Didascalia 虚拟教室可用性测试--一种专为职前中学教师量身定制的沉浸式 IVR 环境。该平台将用户带入模拟教室,邀请他们扮演教师角色。在模拟过程中,会重现三个场景,再现真实课堂中常见的干扰行为。84 名参与者(28 名教师和 56 名职前教师)参与决策,以管理受模拟情景影响的课堂气氛。为了收集数据,我们使用了一份基于技术接受模型(TAM)的调查问卷,以评估和衡量用户对接受相关技术的倾向和态度。为了深入了解用户体验,我们还邀请参与者参加半结构化访谈,就潜在的改进措施提出反思和建议。评估过程涵盖了对 Didascalia 虚拟教室的实用性的认知,揭示了促进或阻碍采用该平台提高课堂管理能力的因素。参与者的观点为完善该工具的功能奠定了宝贵的基础,他们的反馈意见为将该工具无缝整合到初始教师培训项目中提供了更多建议。
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引用次数: 0
Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents 入侵个人空间预防网络欺凌:设计、开发和评估针对儿童和青少年的沉浸式预防措施
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00964-7

Abstract

The previous work on cyberbullying has shown that the number of victims is increasing, and the need for prevention is exceptionally high among younger school students (5th–9th grade). Due to the omnipresence of cyberattacks, victims can hardly distance themselves psychologically, thus experience an intrusion in almost all areas of life. The perpetrators, on the other hand, feel the consequences of their actions even less in cyberspace. However, there is a gap between the need and the existence of innovative prevention programs tied to the digital reality of the target group and the treatment of essential aspects of psychological distance. This article explores the design space, feasibility, and effectiveness of a unique VR-based cyberbullying prevention component in a human-centered iterative approach. The central idea is reflected in creating a virtual personal space invasion with virtual objects associated with cyberbullying making the everyday intrusion of victims tangible. A pre-study revealed that harmful speech texts in bright non-removable message boxes best transferred the psychological determinants associated with a personal space invasion to virtual objects contextualized in cyberbullying scenarios. Therefore, these objects were incorporated into a virtual prevention program that was then tested in a laboratory study with 41 participants. The results showed that the intervention could trigger cognitive dissonance and empathy. In the second step, the intervention was evaluated and improved in a focus group with the actual target group of children and adolescents. The improved application was then evaluated in a school workshop for 5 days with 100 children and adolescents. The children understood the metaphor of virtual space invasion by the harmful text boxes and reported the expected psychological effects. They also showed great interest in VR. In summary, this paper contributes to the innovative and effective prevention of cyberbullying by using the potential of VR. It provides empirical evidence from a laboratory experiment and a field study with a large sample from the target group of children and adolescents and discusses implications for future developments.

摘要 以往有关网络欺凌的研究表明,受害者人数在不断增加,低年级学生(5-9 年级)对预防网络欺凌的需求特别高。由于网络攻击无处不在,受害者在心理上很难与之保持距离,因此几乎在生活的所有领域都会受到侵扰。而施暴者在网络空间中对其行为后果的感受则更少。然而,与目标群体的数字现实相联系的创新性预防计划的需求和存在,以及心理距离的基本方面的处理之间存在着差距。本文采用以人为本的迭代方法,探索了基于 VR 的独特网络欺凌预防组件的设计空间、可行性和有效性。中心思想体现在创建一个虚拟的个人空间,用与网络欺凌相关的虚拟物品来入侵,使受害者的日常入侵变得有形。一项预先研究显示,在明亮的不可拆卸留言框中的有害语音文本最能将与个人空间入侵相关的心理决定因素转移到网络欺凌情景中的虚拟物体上。因此,这些对象被纳入了一个虚拟预防程序,然后在一项有 41 名参与者参加的实验室研究中进行了测试。结果表明,干预措施可以引发认知失调和移情。第二步,在与实际目标儿童和青少年群体进行的焦点小组讨论中,对干预措施进行了评估和改进。然后,在为期 5 天的学校讲习班上对改进后的应用进行了评估,共有 100 名儿童和青少年参加。孩子们理解了有害文本框入侵虚拟空间的隐喻,并报告了预期的心理效果。他们还对 VR 表现出了极大的兴趣。总之,本文利用 VR 的潜力,为创新和有效预防网络欺凌做出了贡献。它提供了来自实验室实验和实地研究的实证证据,研究对象是儿童和青少年这一庞大的样本群体,并讨论了对未来发展的影响。
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