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Glove versus controller: the effect of VR gloves and controllers on presence, embodiment, and cognitive absorption 手套与控制器:虚拟现实手套和控制器对临场感、体现和认知吸收的影响
Pub Date : 2024-03-26 DOI: 10.3389/frvir.2024.1337959
Raphael Palombo, Sebastian Weber, Marc Wyszynski, Björn Niehaves
Introduction: Using our own hands allows humans to interact with the real world, as we learn from an early age. Virtual reality (VR) gloves allow a similar interaction in VR by transferring hand movements through natural mapping. Research outside the VR domain has already shown that this process creates a high level of presence and perceived naturalness. Research in the VR context, on the other hand, is still in an early stage and lacks explorative qualitative research following a human-centered approach and including the direct perceptions of users on mapped controls in system design. Against that background, this research investigates natural mapping in the VR context qualitatively. The study examines how participants experience VR input devices with different degrees of natural mapping (VR gloves, a Valve index controller, and an HTC Vive controller) on perceived naturalness, spatial presence, embodiment, and cognitive absorption.Methods: A focus group (N = 20 aged 22–36) did the VR experience with the devices and was asked about their experience in semi-structured interviews. Questions focused on perceived naturalness, spatial presence, cognitive absorption, and embodiment with the three devices. Data were analyzed using qualitative content analysis.Results: Feedback on spatial presence was widely positive for the VR glove due to the highly natural perceived movement capabilities. Mapping with the partly mapped index controller was also seen as natural and immersing if the movement matched the operated actions in the system. Participants mainly perceived the highest degree of cognitive absorption and embodiment while doing the task with the VR glove.Discussion: The findings indicate that the natural mapping capabilities of VR input devices strongly influence spatial presence. The VR glove stands out while being able to induce a feeling of embodiment in most cases. Furthermore, participants reported a connection between natural mapping and perceived cognitive absorption in the task.
简介人类从小就学会用自己的双手与现实世界进行互动。虚拟现实(VR)手套可以通过自然映射传递手部动作,从而在 VR 中实现类似的互动。虚拟现实领域以外的研究已经表明,这一过程可以产生高度的临场感和自然感。另一方面,VR 领域的研究仍处于早期阶段,缺乏以人为本的探索性定性研究,也没有将用户对映射控制的直接感知纳入系统设计中。在此背景下,本研究对 VR 环境中的自然映射进行了定性研究。该研究考察了参与者如何体验具有不同自然映射程度的 VR 输入设备(VR 手套、Valve index 控制器和 HTC Vive 控制器)的自然感知、空间临场感、体现和认知吸收:一个焦点小组(N = 20,年龄在 22-36 岁之间)使用这些设备进行了 VR 体验,并在半结构化访谈中询问了他们的体验情况。问题主要集中在三种设备的自然感知、空间临场感、认知吸收和体现。数据采用定性内容分析法进行分析:结果:由于VR手套具有高度自然的感知运动能力,因此对其空间感的反馈普遍积极。如果动作与系统中的操作动作相匹配,那么使用部分映射的索引控制器进行映射也被视为自然且令人沉浸其中。在使用 VR 手套完成任务时,参与者的认知吸收和体现程度最高:讨论:研究结果表明,VR 输入设备的自然映射能力对空间临场感有很大影响。在大多数情况下,VR 手套都能让人产生身临其境的感觉。此外,参与者还报告了自然映射与任务中感知到的认知吸收之间的联系。
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引用次数: 0
What my bias meant for my embodiment: an investigation on virtual embodiment in desktop-based virtual reality 我的偏见对我的体现意味着什么:基于桌面的虚拟现实中的虚拟体现调查
Pub Date : 2024-03-25 DOI: 10.3389/frvir.2024.1251564
Christopher You, Tabitha Peck, J. Stuart, Alexandre Gomes de Siqueira, Benjamin Lok
The immersion of virtual reality (VR) can impact user perceptions in numerous forms, even racial bias and embodied experiences. These effects are often limited to head-mounted displays (HMDs) and other immersive technologies that may not be inclusive to the general population. This paper investigates racial bias and embodiment on a less immersive but more accessible medium: desktop VR. A population of participants (n = 158) participated in a desktop simulation where they embodied a virtual avatar and interacted with virtual humans to determine if desktop embodiment is induced and if there is a resulting effect on racial bias. Our results indicate that desktop embodiment can be induced at low levels, as measured by an embodiment questionnaire. Furthermore, one’s implicit bias may actually influence embodiment, and the experience and perceptions of a desktop VR simulation can be improved through embodied avatars. We discuss these findings and their implications in the context of stereotype activation and existing literature in embodiment.
虚拟现实(VR)的沉浸感会以多种形式影响用户的感知,甚至是种族偏见和具身体验。这些影响通常仅限于头戴式显示器(HMD)和其他沉浸式技术,而这些技术对普通人群可能不具有包容性。本文通过一种沉浸感较低但更容易获得的媒介--桌面 VR--来研究种族偏见和具身体验。一群参与者(n = 158)参加了一个桌面模拟,他们化身为一个虚拟化身,与虚拟人进行互动,以确定桌面化身是否会诱发种族偏见,以及是否会对种族偏见产生影响。我们的研究结果表明,根据化身问卷的测量结果,桌面化身的诱导程度较低。此外,一个人的内隐偏见实际上可能会影响化身,而桌面 VR 模拟的体验和感知可以通过化身来改善。我们将结合刻板印象激活和现有的具身文献来讨论这些发现及其意义。
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引用次数: 0
Wayfinding in immersive virtual environments as social activity supported by virtual agents 身临其境虚拟环境中的寻路,作为虚拟代理支持的社交活动
Pub Date : 2024-02-29 DOI: 10.3389/frvir.2023.1334795
A. Bönsch, Jonathan Ehret, Daniel Rupp, Torsten W. Kuhlen
Effective navigation and interaction within immersive virtual environments (IVEs) rely on thorough scene exploration. Therefore, wayfinding is essential, assisting users in comprehending their surroundings, planning routes, and making informed decisions. Based on real-life observations, wayfinding is, thereby, not only a cognitive process but also a social activity profoundly influenced by the presence and behaviors of others. In virtual environments, these “others” are virtual agents (VAs), defined as anthropomorphic computer-controlled characters, who enliven the environment and can serve as background characters or direct interaction partners. However, less research has been conducted to explore how to efficiently use VAs as social wayfinding support. In this paper, we aim to assess and contrast user experience, user comfort, and acquisition of scene knowledge through a between-subjects study involving n = 60 participants across three distinct wayfinding conditions in one slightly populated urban environment: (i) unsupported wayfinding, (ii) strong social wayfinding using a virtual supporter who incorporates guiding and accompanying elements while directly impacting the participants’ wayfinding decisions, and (iii) weak social wayfinding using flows of VAs that subtly influence the participants’ wayfinding decisions by their locomotion behavior. Our work is the first to compare the impact of VAs’ behavior in virtual reality on users’ scene exploration, including spatial awareness, scene comprehension, and comfort. The results show the general utility of social wayfinding support, while underscoring the superiority of the strong type. Nevertheless, further exploration of weak social wayfinding as a promising technique is needed. Thus, our work contributes to the enhancement of VAs as advanced user interfaces, increasing user acceptance and usability.
在沉浸式虚拟环境(IVE)中进行有效的导航和交互有赖于对场景的全面探索。因此,寻路至关重要,它可以帮助用户理解周围环境、规划路线并做出明智的决定。根据对现实生活的观察,寻路不仅是一个认知过程,也是一项社会活动,受到他人的存在和行为的深刻影响。在虚拟环境中,这些 "他人 "就是虚拟代理(VA),其定义是由计算机控制的拟人化角色,他们可以充当背景角色或直接的交互伙伴,为环境增添活力。然而,关于如何有效利用虚拟代理作为社会寻路支持的研究较少。在本文中,我们旨在通过一项主体间研究对用户体验、用户舒适度和场景知识的获取进行评估和对比,该研究涉及 n = 60 名参与者,在一个人口略微密集的城市环境中,在三种不同的寻路条件下进行:(i) 无支持寻路,(ii) 使用虚拟支持者的强社交寻路,该支持者结合了引导和陪伴元素,同时直接影响参与者的寻路决策,以及 (iii) 使用虚拟支持者的弱社交寻路,该支持者的运动行为会微妙地影响参与者的寻路决策。我们的研究首次比较了虚拟现实中虚拟人的行为对用户场景探索的影响,包括空间意识、场景理解和舒适度。研究结果表明,社交寻路支持具有普遍实用性,同时强调了强社交寻路支持的优越性。尽管如此,还需要进一步探索弱社交寻路这一有前途的技术。因此,我们的工作有助于增强虚拟现实技术作为高级用户界面的功能,提高用户接受度和可用性。
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引用次数: 0
Real human touch: performer-facilitated touch enhances presence and embodiment in immersive performance 真实的人类触摸:表演者促成的触摸增强了身临其境表演中的临场感和体现感
Pub Date : 2024-02-13 DOI: 10.3389/frvir.2023.1336581
John Desnoyers-Stewart, Margherita Bergamo Meneghini, Ekaterina R. Stepanova, B. Riecke
Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.
尽管虚拟现实(VR)是一种具身媒体,但它将视觉和声音置于其他感官之上。虽然触觉已被证明能促进临场感和体现感,但大多数虚拟现实触觉研究都集中在不可思议的振动电机或使用简单道具的有限触觉体验上。与此同时,《夏娃 3.0》等沉浸式表演以新颖的方式将表演者促进的触觉融入其中,唤起 VR 中完整的人类触觉社交体验。为此,我们进行了一项混合方法研究,以调查身临其境的表演《夏娃 3.0》的 360° 视频片段中表演者促成的触摸体验。我们采用 3 × 2 的因子设计,比较了在节日和实验室环境中来自日记道具和表演者的触摸。我们发现,表演者促成的触摸增加了逼真的行为以及社会存在、体现和触觉逼真度的问卷测量。环境也有明显的影响,音乐节参与者表现出更多表明存在感的行为,尤其是在无触摸条件下。参与者的描述显示,除了触觉之外,丰富的叙事和生动的社交互动视觉效果对于让参与者沉浸在体验中并产生临场感也同样重要。我们发现,参与者的体验是一种位于人工制品和环境交汇处的共同创造,这就要求他们愿意放弃不信任感。真实的环境和表演艺术品让我们深刻理解了身临其境表演中丰富而复杂的人类触觉体验。
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引用次数: 0
Real human touch: performer-facilitated touch enhances presence and embodiment in immersive performance 真实的人类触摸:表演者促成的触摸增强了身临其境表演中的临场感和体现感
Pub Date : 2024-02-13 DOI: 10.3389/frvir.2023.1336581
John Desnoyers-Stewart, Margherita Bergamo Meneghini, Ekaterina R. Stepanova, B. Riecke
Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.
尽管虚拟现实(VR)是一种具身媒体,但它将视觉和声音置于其他感官之上。虽然触觉已被证明能促进临场感和体现感,但大多数虚拟现实触觉研究都集中在不可思议的振动电机或使用简单道具的有限触觉体验上。与此同时,《夏娃 3.0》等沉浸式表演以新颖的方式将表演者促进的触觉融入其中,唤起 VR 中完整的人类触觉社交体验。为此,我们进行了一项混合方法研究,以调查身临其境的表演《夏娃 3.0》的 360° 视频片段中表演者促成的触摸体验。我们采用 3 × 2 的因子设计,比较了在节日和实验室环境中来自日记道具和表演者的触摸。我们发现,表演者促成的触摸增加了逼真的行为以及社会存在、体现和触觉逼真度的问卷测量。环境也有明显的影响,音乐节参与者表现出更多表明存在感的行为,尤其是在无触摸条件下。参与者的描述显示,除了触觉之外,丰富的叙事和生动的社交互动视觉效果对于让参与者沉浸在体验中并产生临场感也同样重要。我们发现,参与者的体验是一种位于人工制品和环境交汇处的共同创造,这就要求他们愿意放弃不信任感。真实的环境和表演艺术品让我们深刻理解了身临其境表演中丰富而复杂的人类触觉体验。
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引用次数: 0
To trust or not to trust? Face and voice modulation of virtual avatars 信任还是不信任?虚拟化身的面部和声音调制
Pub Date : 2024-02-12 DOI: 10.3389/frvir.2024.1301322
S. Siehl, Kornelius Kammler-Sücker, Stella Guldner, Yannick Janvier, Rabia Zohair, Frauke Nees
Introduction: This study explores the graduated perception of apparent social traits in virtual characters by experimental manipulation of perceived affiliation with the aim to validate an existing predictive model in animated whole-body avatars.Methods: We created a set of 210 animated virtual characters, for which facial features were generated according to a predictive statistical model originally developed for 2D faces. In a first online study, participants (N = 34) rated mute video clips of the characters on the dimensions of trustworthiness, valence, and arousal. In a second study (N = 49), vocal expressions were added to the avatars, with voice recordings manipulated on the dimension of trustworthiness by their speakers.Results: In study one, as predicted, we found a significant positive linear (p < 0.001) as well as quadratic (p < 0.001) trend in trustworthiness ratings. We found a significant negative correlation between mean trustworthiness and arousal (τ = −.37, p < 0.001), and a positive correlation with valence (τ = 0.88, p < 0.001). In study two, wefound a significant linear (p < 0.001), quadratic (p < 0.001), cubic (p < 0.001), quartic (p < 0.001) and quintic (p = 0.001) trend in trustworthiness ratings. Similarly, to study one, we found a significant negative correlation between mean trustworthiness and arousal (τ = −0.42, p < 0.001) and a positive correlation with valence (τ = 0.76, p < 0.001).Discussion: We successfully showed that a multisensory graduation of apparent social traits, originally developed for 2D stimuli, can be applied to virtually animated characters, to create a battery of animated virtual humanoid male characters. These virtual avatars have a higher ecological validity in comparison to their 2D counterparts and allow for a targeted experimental manipulation of perceived trustworthiness. The stimuli could be used for social cognition research in neurotypical and psychiatric populations.
简介:本研究通过实验操纵感知到的隶属关系,探索虚拟人物明显社会特征的分级感知,旨在验证动画全身化身的现有预测模型:本研究通过对感知从属关系的实验操作,探索虚拟人物对明显社会特征的渐进感知,目的是在全身动画化身中验证现有的预测模型:我们创建了一组 210 个动画虚拟人物,其面部特征是根据最初为二维人脸开发的预测统计模型生成的。在第一项在线研究中,参与者(34 人)对虚拟人物的静音视频片段进行了评分,评分维度包括可信度、价值感和唤醒度。在第二项研究中(N = 49),头像被添加了声音表情,声音记录被说话者在可信度维度上进行了处理:在第一项研究中,正如所预测的那样,我们发现可信度评分呈显著的正线性(p < 0.001)和二次曲线(p < 0.001)趋势。我们发现,平均可信度与唤醒度之间存在明显的负相关(τ = -.37,p < 0.001),与情绪之间存在正相关(τ = 0.88,p < 0.001)。在研究二中,我们发现可信度评分有显著的线性(p < 0.001)、二次方(p < 0.001)、三次方(p < 0.001)、四次方(p < 0.001)和五次方(p = 0.001)趋势。与研究一类似,我们发现平均可信度与唤醒度之间存在显著的负相关(τ = -0.42,p < 0.001),与情绪之间存在正相关(τ = 0.76,p < 0.001):我们成功地证明,最初针对二维刺激物开发的表观社会特征多感官分级法可以应用于虚拟动画角色,从而创造出一系列虚拟人型男性动画角色。与二维人物相比,这些虚拟化身具有更高的生态有效性,可以对感知可信度进行有针对性的实验操作。这些刺激物可用于神经畸形和精神病人群的社会认知研究。
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引用次数: 0
Gender expression and gender identity in virtual reality: avatars, role-adoption, and social interaction in VRChat 虚拟现实中的性别表达和性别认同:VRChat 中的化身、角色选择和社交互动
Pub Date : 2024-02-12 DOI: 10.3389/frvir.2024.1305758
Jingyi Zhang, Joshua Juvrud
Introduction: This study examines the complex relationship between gender, virtual reality, and social interaction.Methods: Utilizing unobtrusive observations and interviews within the VRChat platform, this research explored avatar choices, interactions, and full-body tracking (FBT) technology utilization as they related to users’ expressions and perceptions of gender in virtual reality (VR).Results: The findings revealed that cultural background plays a significant role in shaping gender expression and perception. Results demonstrated the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions.Discussion: This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development.
简介:本研究探讨了性别、虚拟现实和社会互动之间的复杂关系:本研究探讨了性别、虚拟现实和社交互动之间的复杂关系:本研究利用 VRChat 平台上的非侵入式观察和访谈,探讨了虚拟现实(VR)中与用户的性别表达和认知相关的化身选择、互动和全身追踪(FBT)技术的使用情况:结果:研究结果表明,文化背景在塑造性别表达和认知方面起着重要作用。结果表明了虚拟环境中性别表达的流动性,突出了用户如何挑战和颠覆传统的性别规范,以及虚拟现实作为体验式学习工具、促进跨文化理解、促进包容性和多样化性别表达的潜力:本研究为有关虚拟现实与性别的新兴文献做出了贡献,为未来的研究和技术开发提供了启示。
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引用次数: 0
To trust or not to trust? Face and voice modulation of virtual avatars 信任还是不信任?虚拟化身的面部和声音调制
Pub Date : 2024-02-12 DOI: 10.3389/frvir.2024.1301322
S. Siehl, Kornelius Kammler-Sücker, Stella Guldner, Yannick Janvier, Rabia Zohair, Frauke Nees
Introduction: This study explores the graduated perception of apparent social traits in virtual characters by experimental manipulation of perceived affiliation with the aim to validate an existing predictive model in animated whole-body avatars.Methods: We created a set of 210 animated virtual characters, for which facial features were generated according to a predictive statistical model originally developed for 2D faces. In a first online study, participants (N = 34) rated mute video clips of the characters on the dimensions of trustworthiness, valence, and arousal. In a second study (N = 49), vocal expressions were added to the avatars, with voice recordings manipulated on the dimension of trustworthiness by their speakers.Results: In study one, as predicted, we found a significant positive linear (p < 0.001) as well as quadratic (p < 0.001) trend in trustworthiness ratings. We found a significant negative correlation between mean trustworthiness and arousal (τ = −.37, p < 0.001), and a positive correlation with valence (τ = 0.88, p < 0.001). In study two, wefound a significant linear (p < 0.001), quadratic (p < 0.001), cubic (p < 0.001), quartic (p < 0.001) and quintic (p = 0.001) trend in trustworthiness ratings. Similarly, to study one, we found a significant negative correlation between mean trustworthiness and arousal (τ = −0.42, p < 0.001) and a positive correlation with valence (τ = 0.76, p < 0.001).Discussion: We successfully showed that a multisensory graduation of apparent social traits, originally developed for 2D stimuli, can be applied to virtually animated characters, to create a battery of animated virtual humanoid male characters. These virtual avatars have a higher ecological validity in comparison to their 2D counterparts and allow for a targeted experimental manipulation of perceived trustworthiness. The stimuli could be used for social cognition research in neurotypical and psychiatric populations.
简介:本研究通过实验操纵感知到的隶属关系,探索虚拟人物明显社会特征的分级感知,旨在验证动画全身化身的现有预测模型:本研究通过对感知从属关系的实验操作,探索虚拟人物对明显社会特征的渐进感知,目的是在全身动画化身中验证现有的预测模型:我们创建了一组 210 个动画虚拟人物,其面部特征是根据最初为二维人脸开发的预测统计模型生成的。在第一项在线研究中,参与者(34 人)对虚拟人物的静音视频片段进行了评分,评分维度包括可信度、价值感和唤醒度。在第二项研究中(N = 49),头像被添加了声音表情,声音记录被说话者在可信度维度上进行了处理:在第一项研究中,正如所预测的那样,我们发现可信度评分呈显著的正线性(p < 0.001)和二次曲线(p < 0.001)趋势。我们发现,平均可信度与唤醒度之间存在明显的负相关(τ = -.37,p < 0.001),与情绪之间存在正相关(τ = 0.88,p < 0.001)。在研究二中,我们发现可信度评分有显著的线性(p < 0.001)、二次方(p < 0.001)、三次方(p < 0.001)、四次方(p < 0.001)和五次方(p = 0.001)趋势。与研究一类似,我们发现平均可信度与唤醒度之间存在显著的负相关(τ = -0.42,p < 0.001),与情绪之间存在正相关(τ = 0.76,p < 0.001):我们成功地证明,最初针对二维刺激物开发的表观社会特征多感官分级法可以应用于虚拟动画角色,从而创造出一系列虚拟人型男性动画角色。与二维人物相比,这些虚拟化身具有更高的生态有效性,可以对感知可信度进行有针对性的实验操作。这些刺激物可用于神经畸形和精神病人群的社会认知研究。
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引用次数: 0
Gender expression and gender identity in virtual reality: avatars, role-adoption, and social interaction in VRChat 虚拟现实中的性别表达和性别认同:VRChat 中的化身、角色选择和社交互动
Pub Date : 2024-02-12 DOI: 10.3389/frvir.2024.1305758
Jingyi Zhang, Joshua Juvrud
Introduction: This study examines the complex relationship between gender, virtual reality, and social interaction.Methods: Utilizing unobtrusive observations and interviews within the VRChat platform, this research explored avatar choices, interactions, and full-body tracking (FBT) technology utilization as they related to users’ expressions and perceptions of gender in virtual reality (VR).Results: The findings revealed that cultural background plays a significant role in shaping gender expression and perception. Results demonstrated the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions.Discussion: This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development.
简介:本研究探讨了性别、虚拟现实和社会互动之间的复杂关系:本研究探讨了性别、虚拟现实和社交互动之间的复杂关系:本研究利用 VRChat 平台上的非侵入式观察和访谈,探讨了虚拟现实(VR)中与用户的性别表达和认知相关的化身选择、互动和全身追踪(FBT)技术的使用情况:结果:研究结果表明,文化背景在塑造性别表达和认知方面起着重要作用。结果表明了虚拟环境中性别表达的流动性,突出了用户如何挑战和颠覆传统的性别规范,以及虚拟现实作为体验式学习工具、促进跨文化理解、促进包容性和多样化性别表达的潜力:本研究为有关虚拟现实与性别的新兴文献做出了贡献,为未来的研究和技术开发提供了启示。
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引用次数: 0
Foreign language learning using augmented reality environments: a systematic review 利用增强现实环境学习外语:系统综述
Pub Date : 2024-02-09 DOI: 10.3389/frvir.2024.1288824
Isabel Schorr, D. A. Plecher, Christian Eichhorn, Gudrun Klinker
Augmented Reality (AR) is an advancing technology that has drawn the attention of educational material designers across various academic fields. However, few studies document the successes and setbacks of AR research in the language education sector. This review delves into educational research that employs AR for language training, examining the existing literature on this topic for development trends, benefits, challenges, and success patterns to derive design principles from them. In doing so, the paper covers 40 studies published between 2016 and 2023. The findings suggest that AR is mainly used for vocabulary acquisition with a clear trend toward applying marker-based technology and mobile devices. The design principles derived indicate that the potential of AR lies primarily in contextual learning, and that the technology alone may not satisfy students’ needs in all aspects of language learning but should be used in combination with traditional teaching methods.
增强现实(Augmented Reality,AR)是一项不断发展的技术,已引起各学术领域教材设计者的关注。然而,很少有研究记录 AR 研究在语言教育领域的成功与挫折。本综述深入探讨了将 AR 应用于语言培训的教育研究,研究了有关这一主题的现有文献,以了解其发展趋势、优势、挑战和成功模式,并从中总结出设计原则。在此过程中,论文涵盖了 2016 年至 2023 年间发表的 40 项研究。研究结果表明,AR 主要用于词汇学习,应用基于标记的技术和移动设备的趋势明显。所得出的设计原则表明,AR 的潜力主要在于情境学习,而且该技术本身可能无法满足学生在语言学习各个方面的需求,而应与传统教学方法结合使用。
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引用次数: 0
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Frontiers in Virtual Reality
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