设计与情绪反应:所说的与所感的是否一致?一项利用生物反馈和虚拟现实技术进行的研究

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-28 DOI:10.1007/s10055-024-00944-x
Ademario Santos Tavares, Marcelo M. Soares, Marcio A. Marçal
{"title":"设计与情绪反应:所说的与所感的是否一致?一项利用生物反馈和虚拟现实技术进行的研究","authors":"Ademario Santos Tavares, Marcelo M. Soares, Marcio A. Marçal","doi":"10.1007/s10055-024-00944-x","DOIUrl":null,"url":null,"abstract":"<p>Identifying users’ experience when using products is one of the major challenges for design. Analyzing users’ psychophysiological reactions to an experience using biofeedback can produce more reliable results than using subjective evaluations, such as structured interviews and questionnaires. Two case studies were conducted to identify emotions users actually felt and to check whether there is some correspondence with what they reported after using two computational systems. The first system investigated users’ emotions during training on a vehicle driving simulator, and the second analyzed the emotions experienced during a car racing game, both in a virtual reality environment. User’s opinions about their emotional state were obtained using self-report techniques (using the Geneva Emotions Wheel—GEW and Positive and Negative Affective Schedule—PANAS questionnaires) and applying EEG (brain activity with Frontal Alpha Asymmetry Index—FAAI) and infrared thermography (facial thermograms). The training experiment presented the greater concordance between the psychophysiological and the self-report responses. Results evidenced the importance of undertaking multimodal studies in design research to determine users’ emotional experiences in a virtual reality context.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"95 1","pages":""},"PeriodicalIF":4.4000,"publicationDate":"2024-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Design and emotional responses: is there coherence between what is said and what is felt? A study using biofeedback and virtual reality\",\"authors\":\"Ademario Santos Tavares, Marcelo M. Soares, Marcio A. Marçal\",\"doi\":\"10.1007/s10055-024-00944-x\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Identifying users’ experience when using products is one of the major challenges for design. Analyzing users’ psychophysiological reactions to an experience using biofeedback can produce more reliable results than using subjective evaluations, such as structured interviews and questionnaires. Two case studies were conducted to identify emotions users actually felt and to check whether there is some correspondence with what they reported after using two computational systems. The first system investigated users’ emotions during training on a vehicle driving simulator, and the second analyzed the emotions experienced during a car racing game, both in a virtual reality environment. User’s opinions about their emotional state were obtained using self-report techniques (using the Geneva Emotions Wheel—GEW and Positive and Negative Affective Schedule—PANAS questionnaires) and applying EEG (brain activity with Frontal Alpha Asymmetry Index—FAAI) and infrared thermography (facial thermograms). The training experiment presented the greater concordance between the psychophysiological and the self-report responses. Results evidenced the importance of undertaking multimodal studies in design research to determine users’ emotional experiences in a virtual reality context.</p>\",\"PeriodicalId\":23727,\"journal\":{\"name\":\"Virtual Reality\",\"volume\":\"95 1\",\"pages\":\"\"},\"PeriodicalIF\":4.4000,\"publicationDate\":\"2024-03-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Virtual Reality\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1007/s10055-024-00944-x\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-024-00944-x","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

摘要

确定用户在使用产品时的体验是设计面临的主要挑战之一。与结构化访谈和问卷调查等主观评价相比,使用生物反馈分析用户对体验的心理生理反应能得出更可靠的结果。我们进行了两项案例研究,以确定用户实际感受到的情绪,并检查他们在使用两个计算系统后所报告的情绪是否存在某种对应关系。第一个系统调查了用户在车辆驾驶模拟器上进行训练时的情绪,第二个系统分析了用户在虚拟现实环境中进行赛车游戏时的情绪体验。用户对自己情绪状态的看法是通过自我报告技术(使用日内瓦情绪轮-GEW和积极和消极情绪时间表-PANAS问卷)以及脑电图(使用额叶阿尔法不对称指数-FAAI的大脑活动)和红外热成像(面部热图)获得的。培训实验显示,心理生理学和自我报告之间的一致性更高。研究结果证明了在设计研究中开展多模态研究以确定用户在虚拟现实环境中的情感体验的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

摘要图片

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Design and emotional responses: is there coherence between what is said and what is felt? A study using biofeedback and virtual reality

Identifying users’ experience when using products is one of the major challenges for design. Analyzing users’ psychophysiological reactions to an experience using biofeedback can produce more reliable results than using subjective evaluations, such as structured interviews and questionnaires. Two case studies were conducted to identify emotions users actually felt and to check whether there is some correspondence with what they reported after using two computational systems. The first system investigated users’ emotions during training on a vehicle driving simulator, and the second analyzed the emotions experienced during a car racing game, both in a virtual reality environment. User’s opinions about their emotional state were obtained using self-report techniques (using the Geneva Emotions Wheel—GEW and Positive and Negative Affective Schedule—PANAS questionnaires) and applying EEG (brain activity with Frontal Alpha Asymmetry Index—FAAI) and infrared thermography (facial thermograms). The training experiment presented the greater concordance between the psychophysiological and the self-report responses. Results evidenced the importance of undertaking multimodal studies in design research to determine users’ emotional experiences in a virtual reality context.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1