{"title":"社论:虚拟现实的光明面和黑暗面","authors":"S. Oberdörfer, Domna Banakou, Ayush Bhargava","doi":"10.3389/frvir.2023.1200156","DOIUrl":null,"url":null,"abstract":"The application of Virtual Reality (VR) is varied, ranging from entertainment, education, and training to therapy, workflow optimization, and scientific research. Over the past decade, there has been extensive work demonstrating how VR can enhance our lives and improve our wellbeing. VR has positively impacted various fields, for example, by facilitating distant communication, alleviating loneliness, providing relaxation support, and improving remote learning. However, as with any innovative technology, there may be unforeseen downsides to VR that may arise from overuse, poorly developed experiences, or unethical purposes. As a result, some positive use cases may have long-lasting negative effects, while use cases originally intended as negative may help users overcome anxiety or treat disorders. For example, VR can allow users to isolate themselves in horror games, which may be engaging but could negatively impact children, or habituate users to gambling with real money in environments where all external stimuli are heavily altered or reduced. With VR increasingly integrated into our daily lives through virtual workplaces, virtual social gatherings, and the Metaverse, it is critical to identify potential risks and establish design guidelines to ensure user safety. This Research Topic serves as a first step in identifying opportunities, potential risks, and new research directions. The research article “Joyful Adventures and Frightening Places–Designing EmotionInducing Virtual Environments” (Steinhaeusser et al.) demonstrates how VR can be used to induce negative and positive emotions in users through the presentation of twelve design guidelines. The effectiveness of the guidelines was evaluated across two user studies. This paper can serve as a valuable resource for researchers and developers seeking to design environments that evoke specific moods. While applications of therapy and mental recovery might benefit from the positive guidelines, other projects targeting either thrill-seeking or certain behavioral changes may benefit from the negative guidelines. In summary, this article demonstrates the potential of both the light and dark sides of using VR. The research article “Dialing up the danger: Virtual reality for the simulation of risk” (McIntosh) investigates the perception and impact of simulating and experiencing risky content in VR. Using thematic analysis and close reading language analysis, this article examines how journalists and media professionals reacted to a VR component during a “Stress Management and Civil Unrest” training session. The participants were found to experience the escalated VR scenario in a direct and active form. While the participants acknowledged that VR-based training can be highly beneficial in preparing for risky situations, they also reported that the simulation could trigger upsetting memories of OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":3.2000,"publicationDate":"2023-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Editorial: The light and dark sides of virtual reality\",\"authors\":\"S. Oberdörfer, Domna Banakou, Ayush Bhargava\",\"doi\":\"10.3389/frvir.2023.1200156\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The application of Virtual Reality (VR) is varied, ranging from entertainment, education, and training to therapy, workflow optimization, and scientific research. Over the past decade, there has been extensive work demonstrating how VR can enhance our lives and improve our wellbeing. VR has positively impacted various fields, for example, by facilitating distant communication, alleviating loneliness, providing relaxation support, and improving remote learning. However, as with any innovative technology, there may be unforeseen downsides to VR that may arise from overuse, poorly developed experiences, or unethical purposes. As a result, some positive use cases may have long-lasting negative effects, while use cases originally intended as negative may help users overcome anxiety or treat disorders. For example, VR can allow users to isolate themselves in horror games, which may be engaging but could negatively impact children, or habituate users to gambling with real money in environments where all external stimuli are heavily altered or reduced. With VR increasingly integrated into our daily lives through virtual workplaces, virtual social gatherings, and the Metaverse, it is critical to identify potential risks and establish design guidelines to ensure user safety. This Research Topic serves as a first step in identifying opportunities, potential risks, and new research directions. The research article “Joyful Adventures and Frightening Places–Designing EmotionInducing Virtual Environments” (Steinhaeusser et al.) demonstrates how VR can be used to induce negative and positive emotions in users through the presentation of twelve design guidelines. The effectiveness of the guidelines was evaluated across two user studies. This paper can serve as a valuable resource for researchers and developers seeking to design environments that evoke specific moods. While applications of therapy and mental recovery might benefit from the positive guidelines, other projects targeting either thrill-seeking or certain behavioral changes may benefit from the negative guidelines. In summary, this article demonstrates the potential of both the light and dark sides of using VR. The research article “Dialing up the danger: Virtual reality for the simulation of risk” (McIntosh) investigates the perception and impact of simulating and experiencing risky content in VR. Using thematic analysis and close reading language analysis, this article examines how journalists and media professionals reacted to a VR component during a “Stress Management and Civil Unrest” training session. The participants were found to experience the escalated VR scenario in a direct and active form. 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引用次数: 1
摘要
虚拟现实(VR)的应用是多种多样的,从娱乐、教育、培训到治疗、工作流程优化和科学研究。在过去的十年里,有大量的工作证明了虚拟现实如何改善我们的生活,改善我们的健康。虚拟现实对各个领域都产生了积极的影响,例如促进远程交流,缓解孤独感,提供放松支持,改善远程学习。然而,与任何创新技术一样,VR可能存在不可预见的缺点,这些缺点可能来自过度使用、开发不良的体验或不道德的目的。因此,一些积极的用例可能会产生长期的负面影响,而最初打算作为负面的用例可能会帮助用户克服焦虑或治疗疾病。例如,VR可以让用户将自己隔离在恐怖游戏中,这可能会吸引人,但可能会对儿童产生负面影响,或者让用户习惯于在所有外部刺激都被严重改变或减少的环境中用真钱赌博。随着虚拟现实越来越多地通过虚拟工作场所、虚拟社交聚会和虚拟世界融入我们的日常生活,识别潜在风险并建立设计指南以确保用户安全至关重要。本研究课题是识别机会、潜在风险和新的研究方向的第一步。研究文章“快乐的冒险和可怕的地方-设计情感诱导虚拟环境”(Steinhaeusser et al.)通过展示12条设计准则,展示了如何使用VR来诱导用户的消极和积极情绪。指南的有效性通过两项用户研究进行了评估。这篇论文可以作为研究人员和开发人员寻求设计唤起特定情绪的环境的宝贵资源。虽然治疗和精神康复的应用可能受益于积极的指导方针,但其他旨在寻求刺激或某些行为改变的项目可能受益于消极的指导方针。总之,本文展示了使用VR的光明和黑暗两方面的潜力。研究文章“拨号危险:虚拟现实模拟风险”(McIntosh)调查了在VR中模拟和体验风险内容的感知和影响。本文采用主题分析和细读语言分析,考察了记者和媒体专业人员在“压力管理和内乱”培训课程中对虚拟现实组件的反应。研究发现,参与者以直接和积极的形式体验升级的虚拟现实场景。虽然参与者承认基于虚拟现实的培训在为危险情况做准备方面非常有益,但他们也报告说,模拟可能会引发开放获取的令人不安的记忆
Editorial: The light and dark sides of virtual reality
The application of Virtual Reality (VR) is varied, ranging from entertainment, education, and training to therapy, workflow optimization, and scientific research. Over the past decade, there has been extensive work demonstrating how VR can enhance our lives and improve our wellbeing. VR has positively impacted various fields, for example, by facilitating distant communication, alleviating loneliness, providing relaxation support, and improving remote learning. However, as with any innovative technology, there may be unforeseen downsides to VR that may arise from overuse, poorly developed experiences, or unethical purposes. As a result, some positive use cases may have long-lasting negative effects, while use cases originally intended as negative may help users overcome anxiety or treat disorders. For example, VR can allow users to isolate themselves in horror games, which may be engaging but could negatively impact children, or habituate users to gambling with real money in environments where all external stimuli are heavily altered or reduced. With VR increasingly integrated into our daily lives through virtual workplaces, virtual social gatherings, and the Metaverse, it is critical to identify potential risks and establish design guidelines to ensure user safety. This Research Topic serves as a first step in identifying opportunities, potential risks, and new research directions. The research article “Joyful Adventures and Frightening Places–Designing EmotionInducing Virtual Environments” (Steinhaeusser et al.) demonstrates how VR can be used to induce negative and positive emotions in users through the presentation of twelve design guidelines. The effectiveness of the guidelines was evaluated across two user studies. This paper can serve as a valuable resource for researchers and developers seeking to design environments that evoke specific moods. While applications of therapy and mental recovery might benefit from the positive guidelines, other projects targeting either thrill-seeking or certain behavioral changes may benefit from the negative guidelines. In summary, this article demonstrates the potential of both the light and dark sides of using VR. The research article “Dialing up the danger: Virtual reality for the simulation of risk” (McIntosh) investigates the perception and impact of simulating and experiencing risky content in VR. Using thematic analysis and close reading language analysis, this article examines how journalists and media professionals reacted to a VR component during a “Stress Management and Civil Unrest” training session. The participants were found to experience the escalated VR scenario in a direct and active form. While the participants acknowledged that VR-based training can be highly beneficial in preparing for risky situations, they also reported that the simulation could trigger upsetting memories of OPEN ACCESS