视角问题:对沉浸式虚拟现实技术减少种族偏见的系统审查

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-06-21 DOI:10.1007/s10055-024-01024-w
Sarah Higgins, Stephanie Alcock, Bianca De Aveiro, William Daniels, Harry Farmer, Sahba Besharati
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引用次数: 0

摘要

在 COVID-19 大流行和社会正义运动兴起之后,人们越来越关注全球范围内群体间的紧张关系。种族偏见就是这样一种紧张关系,它渗透到社会中,在我们社会生态系统的各个层面造成了明显的不平等。无论这些偏见是显性(直接或有意识地)还是隐性(无意识或自动地)存在,通过使用沉浸式虚拟现实技术(IVR)化身为另一个种族的化身来操纵身体所有权,都是减少种族偏见的一种很有前景的方法。然而,研究结果却相互矛盾,这可能是由于不同研究的方法存在差异。因此,本系统综述旨在找出可能导致研究结果出现差异的变量和方法差异。根据《系统综述和荟萃分析首选报告项目》(PRISMA)指南,本系统综述涵盖了 12 项采用 IVR 和体现技术调查种族态度的研究。随后,分别对其中的四项和五项研究进行了两项小型荟萃分析,这两项分析都采用了内隐关联测试(IAT)作为衡量这些偏见的标准。本综述表明,IVR 不仅可以操纵身体所有权感,还可以调查更广泛的社会身份。尽管 IVR 作为一种有助于理解并可能减少种族偏见的工具很新颖,但我们的综述发现了现有文献的主要局限性。具体来说,我们发现所采用的测量方法、IVR 设备和软件存在不一致的地方,而且在抽样人群和化身的人口特征方面也存在多样性限制。未来的研究需要解决这些关键的不足之处。具体建议包括(1) 在样本代表性方面加强参与者的多样性,并整合不同种族的化身;(2) 采用多模式方法评估化身;(3) 提高种族偏见的内隐和外显测量方法的使用和管理的一致性;(4) 在使用 IVR 硬件和软件时采用一致的方法,以增强 IVR 体验的真实性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Perspective matters: a systematic review of immersive virtual reality to reduce racial prejudice

In the wake of the COVID-19 pandemic and the rise of social justice movements, increased attention has been directed to levels of intergroup tension worldwide. Racial prejudice is one such tension that permeates societies and creates distinct inequalities at all levels of our social ecosystem. Whether these prejudices are present explicitly (directly or consciously) or implicitly (unconsciously or automatically), manipulating body ownership by embodying an avatar of another race using immersive virtual reality (IVR) presents a promising approach to reducing racial bias. Nevertheless, research findings are contradictory, which is possibly attributed to variances in methodological factors across studies. This systematic review, therefore, aimed to identify variables and methodological variations that may underlie the observed discrepancies in study outcomes. Adhering to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, this systematic review encompassed 12 studies that employed IVR and embodiment techniques to investigate racial attitudes. Subsequently, two mini meta-analyses were performed on four and five of these studies, respectively — both of which utilised the Implicit Association Test (IAT) as a metric to gauge these biases. This review demonstrated that IVR allows not only the manipulation of a sense of body ownership but also the investigation of wider social identities. Despite the novelty of IVR as a tool to help understand and possibly reduce racial bias, our review has identified key limitations in the existing literature. Specifically, we found inconsistencies in the measures and IVR equipment and software employed, as well as diversity limitations in demographic characteristics within both the sampled population and the embodiment of avatars. Future studies are needed to address these critical shortcomings. Specific recommendations are suggested, these include: (1) enhancing participant diversity in terms of the sample representation and by integrating ethnically diverse avatars; (2) employing multi-modal methods in assessing embodiment; (3) increasing consistency in the use and administration of implicit and explicit measures of racial prejudice; and (4) implementing consistent approaches in using IVR hardware and software to enhance the realism of the IVR experience.

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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
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