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Developing augmented reality filters to display visual cues on diverse skin tones 开发增强现实滤镜,显示不同肤色的视觉线索
Pub Date : 2024-07-03 DOI: 10.3389/frvir.2024.1363193
J. Stuart, Anita Stephen, Karen Aul, Michael D. Bumbach, Shari Huffman, Brooke Russo, Benjamin Lok
Introduction: Variations in skin tone can significantly alter the appearance of symptoms such as rashes or bruises. Unfortunately, previous works utilizing Augmented Reality (AR) in simulating visual symptoms have often failed to consider this critical aspect, potentially leading to inadequate training and education. This study seeks to address this gap by integrating generative artificial intelligence (AI) into the AR filter design process.Methods: We conducted a 2 × 5 within-subjects study with second-year nursing students (N = 117) from the University of Florida. The study manipulated two factors: symptom generation style and skin tone. Symptom generation style was manipulated using a filter based on a real symptom image or a filter based on a computer-generated symptom image. Skin tone variations were created by applying AR filters to computer-generated images of faces with five skin tones ranging from light to dark. To control for factors like lighting or 3D tracking, 101 pre-generated images were created for each condition, representing a range of filter transparency levels (0–100). Participants used visual analog scales on a computer screen to adjust the symptom transparency in the images until they observed image changes and distinct symptom patterns. Participants also rated the realism of each condition and provided feedback on how the symptom style and skin tone impacted their perceptions.Results: Students rated the symptoms displayed by the computer-generated AR filters as marginally more realistic than those displayed by the real image AR filters. However, students identified symptoms earlier with the real-image filters. Additionally, SET-M and Theory of Planned Behavior questions indicate that the activity increased students’ feelings of confidence and self-efficacy. Finally, we found that similar to the real world, where symptoms on dark skin tones are identified at later stages of development, students identified symptoms at later stages as skin tone darkened regardless of cue type.Conclusion: This work implemented a novel approach to develop AR filters that display time-based visual cues on diverse skin tones. Additionally, this work provides evidence-based recommendations on how and when generative AI-based AR filters can be effectively used in healthcare education.
介绍:肤色的变化会明显改变皮疹或瘀伤等症状的外观。遗憾的是,以前利用增强现实技术(AR)模拟视觉症状的工作往往没有考虑到这一关键方面,可能导致培训和教育不足。本研究试图通过将生成式人工智能(AI)整合到 AR 滤镜设计过程中来弥补这一不足:我们对佛罗里达大学护理专业二年级学生(117 人)进行了一项 2 × 5 的主体内研究。研究操纵了两个因素:症状生成风格和肤色。症状生成方式是通过基于真实症状图像的滤镜或基于计算机生成的症状图像的滤镜来操控的。肤色的变化是通过将 AR 滤镜应用于计算机生成的人脸图像而产生的,这些图像具有从浅到深的五种肤色。为了控制光照或 3D 跟踪等因素,我们为每种情况创建了 101 张预先生成的图像,代表了不同的滤镜透明度水平(0-100)。参与者使用计算机屏幕上的视觉模拟刻度来调整图像中症状的透明度,直到他们观察到图像变化和明显的症状模式。参与者还对每种情况的逼真度进行评分,并就症状样式和肤色如何影响他们的感知提供反馈:结果:学生对计算机生成的 AR 滤镜所显示症状的评分略高于真实图像 AR 滤镜所显示症状的评分。不过,使用真实图像滤镜时,学生更早识别出症状。此外,SET-M 和计划行为理论问题表明,该活动增强了学生的自信心和自我效能感。最后,我们发现,与现实世界中深色肤色的症状在发育后期才被识别出来的情况类似,无论线索类型如何,学生都能在肤色变深的后期识别出症状:这项研究采用了一种新颖的方法来开发 AR 滤镜,以显示不同肤色的基于时间的视觉提示。此外,这项工作还就如何以及何时在医疗保健教育中有效使用基于生成式人工智能的 AR 滤镜提出了循证建议。
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引用次数: 0
Biomarkers in exposure-based treatment of anxiety in virtual reality: a systematic review 虚拟现实中以暴露为基础的焦虑治疗的生物标志物:系统综述
Pub Date : 2024-06-13 DOI: 10.3389/frvir.2024.1355082
M. Ernst, Jakob Hyldig Nielsen, Eik Runge, S. Bouchard, L. Clemmensen
A large proportion of individuals with anxiety-related disorders refrain from seeking treatment. This may be because traditional exposure treatments induce anxiety. However, advances in exposure using virtual reality technology may encourage more individuals to seek treatment. Furthermore, using biomarkers with VR-based exposure may enable clinicians to assess anxiety levels objectively and collect data in a naturalistic setting.Here, we conduct a systematic review of the literature on the use of biomarkers in VR-based exposure treatment for anxiety. Twenty-seven studies were included, with a total of 1046 participants.We found that heart rate was the only biomarker that tentatively could identify changes within (75% of instances) and between sessions (60% of instances). The levels of synchrony between the findings for overall biomarkers and the results from questionnaires showed inconclusive results. Regarding the levels of synchrony between the findings for particular biomarkers and the results from questionnaires, only skin conductance level was highly synchronous for differences between groups (87% of instances).Based on the present review, biomarkers cannot yet be used reliably to distinguish differences in self-reported symptoms of anxiety in VR-based exposure treatments.
很大一部分焦虑症患者都不寻求治疗。这可能是因为传统的暴露疗法会诱发焦虑。然而,利用虚拟现实技术进行暴露治疗的进步可能会鼓励更多的人寻求治疗。此外,在基于虚拟现实的暴露治疗中使用生物标志物,可使临床医生客观地评估焦虑水平,并在自然环境中收集数据。在此,我们对基于虚拟现实的焦虑暴露治疗中生物标志物的使用文献进行了系统回顾。我们发现,心率是唯一一种可以初步确定疗程内(75% 的情况)和疗程间(60% 的情况)变化的生物标志物。总体生物标志物的研究结果与问卷调查结果之间的同步程度并不一致。关于特定生物标记物的结果与问卷调查结果之间的同步程度,只有皮肤电导水平与组间差异高度同步(87%的实例)。
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引用次数: 0
Investigating body perception of multiple virtual hands in synchronized and asynchronized conditions 研究在同步和不同步条件下身体对多只虚拟手的感知
Pub Date : 2024-06-13 DOI: 10.3389/frvir.2024.1383957
Yuki Mashiyama, Ryota Kondo, M. Fukuoka, Theophilus Teo, Maki Sugimoto
As part of research on human augmentation, multiple bodies are used in a virtual environment. For example, a study on multiple partial body parts has been conducted using up to 64 hands and showed that multiple hands reduced the distance traveled by one hand. However, body perception has yet to be verified. In this study, we investigated how body perception changes when nine hands, partial bodies, are moved synchronously in a virtual environment, compared to a single hand. In addition, we examined whether the sense of body ownership for all nine hands was elicited simultaneously or whether it was elicited for some of the hands while switching between them. Participants performed a reaching task using one or nine hands presented in a virtual environment. After the reaching task, a threat stimulus was given, and hand movements in response to the threat were measured. After completion of each condition, the subjective sense of body ownership and sense of agency was investigated using a Likert scale. The results indicated that users felt the sense of body ownership of several hands for the nine hands and manipulated them by switching their attention to multiple bodies.
作为人体增强研究的一部分,在虚拟环境中使用了多个人体。例如,一项使用多达 64 只手对多个身体部分进行的研究表明,多只手减少了单手的行走距离。然而,身体感知还有待验证。在本研究中,我们研究了在虚拟环境中同步移动九只手(身体的一部分)时,与单手相比,身体感知会发生怎样的变化。此外,我们还研究了所有九只手的身体拥有感是同时激发的,还是在九只手之间切换时对部分手的身体拥有感激发的。参与者在虚拟环境中使用一只手或九只手完成伸手任务。在完成伸手任务后,给予威胁刺激,并测量手部动作对威胁的反应。在完成每个条件后,使用李克特量表调查了用户对身体所有权和代理感的主观感受。结果表明,用户对九只手的几只手都有身体拥有感,并通过将注意力切换到多个身体来操控它们。
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引用次数: 0
Visual perception and user satisfaction in video see-through head-mounted displays: a mixed-methods evaluation 视频透视头戴式显示器的视觉感知和用户满意度:混合方法评估
Pub Date : 2024-06-10 DOI: 10.3389/frvir.2024.1368721
Jessica de Souza, Robert Tartz
Our study addresses the challenges limiting the adoption of Extended Reality (XR) Head-Mounted Displays (HMDs), mainly focusing on device quality and cybersickness. We aim to investigate the impact of hardware and software on user experience and task performance while wearing Video See-Through (VST) HMDs. We employ a novel methodology designed to bridge the gaps identified in previous research.This study uses a convergent mixed-methods approach, combining qualitative and quantitative data in a within-subjects evaluation involving 20 participants. This comprehensive evaluation examines visual perception, visual quality, and user experience through a range of tasks. Usability, comfort, and cybersickness are assessed, with insights derived from both user performance metrics and subjective measures collected through in-depth interviews and comments. The study includes three distinct HMDs—two prototypes (PD1 and PD2) and one commercial device (CD1)—to provide a broad analysis of the technology.Our findings reveal that while participants were generally satisfied with VST mode, their preferences varied across devices. CD1 was preferred for its realistic color representation and superior reading task performance due to its high-resolution display and camera. However, visual disturbances and temporal issues differed across devices, with CD1 exhibiting fewer artifacts when stationary but showing more disturbances when participants were moving. Participants found PD1 and PD2 more comfortable for extended use and fewer cybersickness symptoms, but they highlighted color and display resolution issues. These variations underscore the importance of considering both qualitative and quantitative measures in HMD evaluations.This mixed-methods evaluation emphasizes the limitations of relying solely on visual perception performance measures for VST HMDs. By integrating both quantitative and qualitative insights, we offer a more detailed evaluation framework to identify design flaws and user experience issues that quantitative metrics alone might miss. This methodology contributes to the field by illustrating how a mixed-methods approach provides a broader perspective on XR technology, guiding future improvements and enhancing VST adoption in future applications.
我们的研究探讨了限制扩展现实(XR)头戴式显示器(HMD)应用的挑战,主要集中在设备质量和晕机问题上。我们旨在研究佩戴视频透视 (VST) 头戴式显示器时,硬件和软件对用户体验和任务表现的影响。我们采用了一种新颖的方法,旨在弥补以往研究中发现的不足。本研究采用了一种融合的混合方法,将定性和定量数据结合在一起,对 20 名参与者进行了主体内评估。这项综合评估通过一系列任务来检查视觉感知、视觉质量和用户体验。通过深入访谈和评论收集的用户性能指标和主观指标,对可用性、舒适度和晕机感进行了评估。研究包括三种不同的 HMD--两种原型(PD1 和 PD2)和一种商用设备(CD1)--以提供对该技术的广泛分析。我们的研究结果表明,虽然参与者对 VST 模式普遍感到满意,但他们对不同设备的偏好各不相同。CD1 因其逼真的色彩表现以及高分辨率显示屏和摄像头带来的出色阅读任务表现而受到青睐。然而,不同设备的视觉干扰和时间问题也不尽相同,CD1 在静止时显示的伪影较少,但在参与者移动时显示的干扰较多。参与者认为 PD1 和 PD2 在长时间使用时更舒适,晕机症状更少,但他们强调了颜色和显示分辨率问题。这些差异强调了在 HMD 评估中同时考虑定性和定量测量的重要性。这项混合方法评估强调了 VST HMD 仅依赖视觉感知性能测量的局限性。通过综合定量和定性分析,我们提供了一个更详细的评估框架,以发现设计缺陷和用户体验问题,而这些问题仅靠定量指标可能会忽略。这种方法说明了混合方法如何为 XR 技术提供更广阔的视角,从而指导未来的改进工作并提高 VST 在未来应用中的采用率,从而为该领域做出贡献。
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引用次数: 0
Predicting the effect of headphones on the time to localize a target in an auditory-guided visual search task 预测耳机对听觉引导视觉搜索任务中目标定位时间的影响
Pub Date : 2024-06-07 DOI: 10.3389/frvir.2024.1359987
P. Lladó, R. Barumerli, R. Baumgartner, P. Majdak
In augmented reality scenarios, headphones obstruct the direct path of the sound to the ears, affecting the users’ abilities to localize surrounding sound sources and compromising the immersive experience. Unfortunately, the assessment of the perceptual implications of wearing headphones on localization in ecologically valid scenarios is costly and time-consuming. Here, we propose a model-based tool for automatic assessment of the dynamic localization degradation (DLD) introduced by headphones describing the time required to find a target in an auditory-guided visual search task. First, we introduce the DLD score obtained for twelve headphones and the search times with actual listeners. Then, we describe the predictions of the headphone-induced DLD score obtained by an auditory model designed to simulate the listener’s search time. Our results indicate that our tool can predict the degradation score of unseen headphones. Thus, our tool can be applied to automatically assess the impact of headphones on listener experience in augmented reality applications.
在增强现实场景中,耳机会阻碍声音直接传入耳朵的路径,影响用户定位周围声源的能力,影响身临其境的体验。遗憾的是,在生态有效的场景中评估佩戴耳机对定位的感知影响既费钱又费时。在此,我们提出了一种基于模型的工具,用于自动评估耳机带来的动态定位衰减(DLD),描述在听觉引导的视觉搜索任务中找到目标所需的时间。首先,我们介绍了 12 款耳机的 DLD 分数以及实际听者的搜索时间。然后,我们描述了一个旨在模拟听者搜索时间的听觉模型对耳机引起的 DLD 分数的预测。结果表明,我们的工具可以预测未见耳机的降级分数。因此,我们的工具可用于自动评估耳机对增强现实应用中听众体验的影响。
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引用次数: 0
The overview effect and nature-relatedness 概述效应和自然相关性
Pub Date : 2024-06-05 DOI: 10.3389/frvir.2024.1196312
Niall McKeever, Annahita Nezami, Dimitrios Kourtis
Climate scientists increasingly agree that human behavior significantly contributes to global warming and biodiversity decline. Recent research emphasizes the importance of human-nature connectedness as a reliable predictor of psychological wellbeing and increased engagement in pro-environmental behavior. While evidence supports a positive correlation between human-nature connectedness and pro-environmental behavior, establishing causation remains elusive. Nevertheless, exploring this link is crucial, given its potential to enhance pro-environmental behavior. Armed with this understanding, stakeholders can design and implement successful sustainability interventions that promote wellbeing on individual and collective levels. One psychological phenomenon believed to have a strong effect on human-nature connectedness and pro-environmental behavior is “The Overview Effect,” a term used to describe the shift in awareness some astronauts experience when viewing Earth from outside its atmosphere. This pilot study explored whether a 180-degree virtual reality Overview Effect experience created by EarthscapeVR® influences human-nature connectedness and whether a correlation exists between participants’ average human-nature connectedness scores and openness to experience scores. 60 student participants took part in the study. The results showed significant increases on human-nature connectedness (p < 0.0021) in the experimental condition compared to the control group (p = 0.97), with no correlation (r = 0.137) between participants’ average human-nature connectedness scores and openness to experience scores. While these results are not conclusive and further research is necessary, the initial findings support translating the Overview Effect into virtual reality to promote human-nature connectedness in people.
气候科学家越来越一致地认为,人类行为是导致全球变暖和生物多样性减少的重要原因。最近的研究强调了人与自然联系的重要性,它是心理健康和更多参与亲环境行为的可靠预测因素。虽然有证据表明人与自然的联系与亲环境行为之间存在正相关关系,但因果关系的确立仍然难以捉摸。然而,鉴于这种联系有可能促进亲环境行为,因此探索这种联系至关重要。有了这种认识,利益相关者就可以设计和实施成功的可持续发展干预措施,在个人和集体层面促进福祉。概述效应 "是一种心理现象,被认为对人与自然的联系和亲环境行为有很大的影响,该术语用于描述一些宇航员在大气层外观察地球时所经历的意识转变。这项试验性研究探讨了 EarthscapeVR® 创造的 180 度虚拟现实 "概览效应 "体验是否会影响人与自然的联系,以及参与者人与自然联系的平均得分与体验开放性得分之间是否存在相关性。60 名学生参加了这项研究。结果显示,与对照组(p = 0.97)相比,实验组的人与自然联系度明显增加(p < 0.0021),但参与者的人与自然联系度平均得分与体验开放度得分之间没有相关性(r = 0.137)。虽然这些结果还不能下定论,还需要进一步研究,但初步研究结果支持将 "概述效应 "转化为虚拟现实,以促进人与自然的联系。
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引用次数: 1
Investigating the efficacy of virtual reality exposure for crowd management: a real-world application 调查虚拟现实曝光在人群管理中的功效:现实世界中的应用
Pub Date : 2024-06-05 DOI: 10.3389/frvir.2024.1332794
Abdulaziz Alshaer
Introduction: Crowded spaces, especially during significant events or rituals, pose challenges in terms of safety and management. This study introduces a novel approach to address these challenges by leveraging Virtual Reality Exposure (VRE) as a potential solution. Using the Tawaf ritual around the Kaaba and the specific act of touching the Black Stone as a case study, this research explores how VRE can be employed to alter individual behaviors and perceptions in crowded spaces. Methods: Participants completed questionnaires assessing their behaviors and perceptions before and after exposure to two types of Virtual Reality environments: visual-only Virtual Reality (VR) and multi-sensory Virtual Reality (MVR).Results: Results indicated a marked decrease in participants' eagerness to physically interact with the Black Stone after the VR exposure. However, this eagerness saw a minor resurgence in the MVR setting, suggesting a more profound sense of immersion. Additionally, the MVR environment significantly enhanced the participants' overall sense of presence and emotional intensity compared to the visual-only VR.Discussion: This research underscores the potential of VRE as a broader tool for crowd management in various settings, emphasizing its generalizability and contribution to the field. By harnessing the immersive capabilities of VRE, stakeholders can mitigate risks and enhance the experience in crowded scenarios.
导言:拥挤的空间,尤其是在重大活动或仪式期间,给安全和管理带来了挑战。本研究介绍了一种新颖的方法,利用虚拟现实曝光(VRE)作为潜在的解决方案来应对这些挑战。本研究以围绕卡巴的 "塔瓦夫"(Tawaf)仪式和触摸黑石的特定行为为案例,探讨如何利用虚拟现实技术来改变拥挤空间中的个人行为和感知。研究方法参与者在接触两种类型的虚拟现实环境(纯视觉虚拟现实(VR)和多感官虚拟现实(MVR))前后填写问卷,评估他们的行为和感知:结果表明,在接触 VR 之后,参与者与黑石进行身体互动的渴望程度明显降低。然而,这种渴望在 MVR 环境中略有回升,表明沉浸感更加深刻。此外,与纯视觉 VR 相比,MVR 环境显著增强了参与者的整体临场感和情感强度:这项研究强调了 VRE 作为在各种环境中进行人群管理的更广泛工具的潜力,强调了它的通用性和对该领域的贡献。通过利用 VRE 的沉浸式功能,利益相关者可以在拥挤的场景中降低风险并增强体验。
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引用次数: 0
Efficacy of a remote virtual reality and EEG enabled psychotherapy system for the treatment of depressive symptoms 远程虚拟现实和脑电图心理治疗系统治疗抑郁症状的疗效
Pub Date : 2024-05-24 DOI: 10.3389/frvir.2024.1281017
Christopher Tacca, Barbara A. Kerr, Christopher McLamb, Kaylie Lyons Ridgway, Elizabeth Friis
More than 40% of the U.S. population have experienced mental health disorders since the COVID-19 pandemic. 40% of this group received no treatment for their mental illness. Barriers to treatment include stigma, prohibitive cost, and a belief that treatment is inaccessible, particularly in isolated or rural communities. A novel remote, EEG-enhanced VR psychotherapy system was assessed for its presence and restorativeness, and therapeutic efficacy in improving mood with a single session positive solution-focused session. Thirty adults experiencing depressive symptoms were randomly assigned to either a single session Positive Solutions Focused counseling treatment via Zoom videoconferencing, or the EEG enabled VR psychotherapy system. Participants rated the environment in the VR-EEG therapy as more restorative than Zoom counseling, t = 2.928, p < .004, Cohen’s d = .259, and comparable to the Zoom session in presence. The VR-EEG system performed comparably to Zoom online counseling in clients’ session ratings of depth and smoothness and client reactions, positivity, and arousal. For a treatment to be considered empirically supported, and therefore valid for use in psychotherapy, it must have equal or greater efficacy than a standard treatment or format. VR-EEG, therefore, has promise as a positive, solution-focused, brief therapy for isolated clients with depressive symptoms.
自 COVID-19 大流行以来,超过 40% 的美国人出现过精神疾病。其中 40% 的人没有接受过精神疾病治疗。治疗的障碍包括耻辱感、高昂的费用以及认为无法获得治疗的观念,尤其是在偏远或农村社区。我们对一种新型的远程脑电图增强 VR 心理治疗系统进行了评估,以确定该系统的存在性和恢复性,以及通过单次积极的、以解决问题为重点的治疗来改善情绪的疗效。30 名有抑郁症状的成年人被随机分配到通过 Zoom 视频会议进行的单次 "以积极解决方案为中心 "心理咨询治疗,或使用脑电图增强型 VR 心理治疗系统。参与者认为 VREEG 治疗的环境比 Zoom 咨询更具恢复性(t = 2.928,p < .004,Cohen's d = .259),在临场感方面与 Zoom 会话相当。VR-EEG 系统在客户对疗程的深度和流畅性以及客户的反应、积极性和唤醒性方面的评分与 Zoom 在线咨询不相上下。一种治疗方法要想获得经验支持,并在心理治疗中得到有效应用,就必须具有与标准治疗方法或形式相同或更高的疗效。因此,VR-EEG 有希望成为一种积极的、以解决问题为中心的简短疗法,用于治疗有抑郁症状的孤立客户。
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引用次数: 0
Towards believable and educational conversations with virtual patients 与虚拟病人进行可信的教育性对话
Pub Date : 2024-05-21 DOI: 10.3389/frvir.2024.1377210
Linda Graf, Philipp Sykownik, Gertraud Gradl-Dietsch, Maic Masuch
Virtual Reality (VR) technology allows the design and application of realistic but adaptive learning environments in medical education. In particular, virtual patient systems have logistical and methodological advantages compared to non-computerized interventions. However, evidence for their effectiveness is fragmented as any educational domain introduces its requirements regarding learning goals, measurements of learning outcomes, and application design. In this context, we present preliminary results of evaluating a VR training application for conducting a clinical interview to diagnose mental disorders in children and adolescents using virtual patients. The evaluation focuses on design elements related to the virtual patient’s appearance and natural language capabilities. Our results indicate that our virtual patient design is highly believable and that our dialog system is satisfying. However, conversational flow requires optimization. We discuss design directions and potential enhancements for learner-virtual patient interactions in VR and address future operations to evaluate the effectiveness of our approach.
虚拟现实(VR)技术允许在医学教育中设计和应用逼真但适应性强的学习环境。与非计算机化的干预措施相比,虚拟病人系统尤其具有后勤和方法上的优势。然而,由于任何教育领域都会对学习目标、学习成果测量和应用设计提出要求,因此有关其有效性的证据并不完整。在此背景下,我们介绍了一个 VR 培训应用程序的初步评估结果,该应用程序利用虚拟病人进行临床访谈,以诊断儿童和青少年的精神障碍。评估的重点是与虚拟病人的外观和自然语言能力相关的设计元素。结果表明,我们的虚拟病人设计可信度很高,对话系统也令人满意。然而,对话流程需要优化。我们讨论了学习者与虚拟病人在 VR 中互动的设计方向和潜在改进,并讨论了未来评估我们方法有效性的操作。
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引用次数: 0
The curse of employee privilege: harnessing virtual reality technology to inhibit workplace envy 员工特权的诅咒:利用虚拟现实技术抑制职场嫉妒
Pub Date : 2024-03-28 DOI: 10.3389/frvir.2024.1260910
Anand van Zelderen, Nicky Dries, Jochen Menges
In many workplaces, managers provide some employees with unique privileges that support their professional development and stimulate productivity and creativity. Yet with some employees more deserving of a privileged status than others, co-workers feeling left out of the inner circle may begin to exhibit feelings of envy. With workplace envy and intergroup conflicts going hand in hand, the question arises whether co-worker acceptance of employee privileges—where conflict can be constrained through an affirmative re-evaluation of co-workers’ privileged status—may lower the envy experienced by employees. Using virtual reality technology, 112 employees participated in a virtual employee meeting at a virtual organization where they were exposed to a new workforce differentiation practice. We show through our experiment that co-worker acceptance of employee privileges negatively influences workplace envy, which was partially mediated by the anticipated ostracism of employees. Moreover, we show that this effect is only found for employees with privileges, who worry more about being ostracized than their non-privileged co-workers. We anticipate that our findings will enable managers to conscientiously differentiate between their employees, using virtual reality simulations to steer employees’ thoughts and feelings in a direction that benefits both employees and organizations.
在许多工作场所,管理者会为一些员工提供独特的特权,以支持他们的职业发展,激发他们的生产力和创造力。然而,由于一些员工比其他员工更应该享有特权,感到被冷落的同事可能会开始表现出嫉妒的情绪。由于工作场所的嫉妒和群体间的冲突是相辅相成的,因此就出现了这样一个问题:同事接受员工的特权--在这种情况下,可以通过对同事特权地位的肯定性重新评价来限制冲突--是否可以降低员工所体验到的嫉妒。利用虚拟现实技术,112 名员工参加了一个虚拟组织的虚拟员工会议,在会上他们接触到了一种新的劳动力差异化做法。我们通过实验表明,同事对员工特权的接受会对工作场所的嫉妒产生负面影响,而这种影响部分是由预期的员工排斥所调节的。此外,我们还发现,只有享有特权的员工才会产生这种影响,他们比没有特权的同事更担心被排斥。我们预计,我们的研究结果将使管理者能够有意识地区别对待员工,利用虚拟现实模拟将员工的思想和情感引向对员工和组织都有利的方向。
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引用次数: 0
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Frontiers in Virtual Reality
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