第一人称视角与第三人称视角、自我虚拟形象与他人虚拟形象对虚拟现实中用户动作的影响

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-03-17 DOI:10.1016/j.ijhcs.2024.103259
Andrea Stevenson Won , Shuo Zhou
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引用次数: 0

摘要

虚拟现实(VR)中的社会科学实验经常操纵用户观看化身的视角和化身的身份,以改变参与者的看法和态度。然而,化身也可能影响参与者在 VR 体验中的身体行为,即移动方式。例如,用户可能会移动自己的位置,以便与他们从第一人称视角看到的化身保持一致,这种现象被称为自我追随效应。我们进行了一项主体间预注册研究,以了解操纵视角和外观等常见技术会如何影响体验者在 VR 中的动作。我们证明,即使参与者对自己化身的动作没有控制权,观看化身的动作也会影响他们自己的动作,无论这些动作是从第一人称视角还是第三人称视角观看的。这些现象有可能成为在其他情境中促使参与者行动的干预手段。
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Effects of first vs. third-person perspective and self- versus other-avatars on user movements in virtual reality

Social science experiments in virtual reality (VR) frequently manipulate the perspective from which a user views an avatar and the identity of an avatar to change participant perceptions and attitudes. However, avatar embodiment may also influence physical behaviors—i.e., the way participants move—during the VR experience. For example, users may shift their position to align with avatars they see from a first-person perspective, a phenomenon known as the self-follower effect. We conducted a between-subjects, pre-registered study to understand how common techniques such as manipulating perspective and appearance might affect participant movements while in VR. We demonstrate that even when participants do not have agency over their avatars' movements, viewing avatar movements influences their own actions, whether these are viewed from the first or the third-person perspective. These phenomena hold potential as interventions to prompt participant movements in other contexts.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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