Eugy Han, M. R. Miller, C. Deveaux, Hanseul Jun, Kristine L. Nowak, Jeffrey T. Hancock, Nilam Ram, J. Bailenson
{"title":"人、地点和时间:一项大规模的纵向研究:在虚拟世界中群体互动中转换的化身和环境背景","authors":"Eugy Han, M. R. Miller, C. Deveaux, Hanseul Jun, Kristine L. Nowak, Jeffrey T. Hancock, Nilam Ram, J. Bailenson","doi":"10.1093/jcmc/zmac031","DOIUrl":null,"url":null,"abstract":"As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson, J. N., Beall, A. C., Loomis, J., Blascovich, J., & Turk, M. (2004). Transformed social interaction: Decoupling representation from behavior and form in collaborative virtual environments. Presence: Teleoperators and Virtual Environments , 13 (4), 428–441) to examine different avatar identities and environments over time. In Study 1 ( n ¼ 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonverbal behaviors between participants. Moreover, self-avatars increased self-presence and realism, but decreased enjoyment, compared to uniform avatars. In Study 2 ( n ¼ 137), participants cycled through 192 unique virtual environments. As visible space increased, so did nonverbal synchrony, per- ceived restorativeness, entitativity, pleasure, arousal, self- and spatial presence, enjoyment, and realism. Outdoor environments increased perceived restorativeness and enjoyment more than indoor environments. Self-presence and realism increased over time in both studies. We dis- cuss implications of avatar appearance and environmental context on social behavior in classroom contexts over time.","PeriodicalId":14832,"journal":{"name":"J. Comput. Mediat. Commun.","volume":"34 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"22","resultStr":"{\"title\":\"People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse\",\"authors\":\"Eugy Han, M. R. Miller, C. Deveaux, Hanseul Jun, Kristine L. Nowak, Jeffrey T. Hancock, Nilam Ram, J. Bailenson\",\"doi\":\"10.1093/jcmc/zmac031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson, J. N., Beall, A. C., Loomis, J., Blascovich, J., & Turk, M. (2004). Transformed social interaction: Decoupling representation from behavior and form in collaborative virtual environments. Presence: Teleoperators and Virtual Environments , 13 (4), 428–441) to examine different avatar identities and environments over time. In Study 1 ( n ¼ 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonverbal behaviors between participants. Moreover, self-avatars increased self-presence and realism, but decreased enjoyment, compared to uniform avatars. In Study 2 ( n ¼ 137), participants cycled through 192 unique virtual environments. As visible space increased, so did nonverbal synchrony, per- ceived restorativeness, entitativity, pleasure, arousal, self- and spatial presence, enjoyment, and realism. Outdoor environments increased perceived restorativeness and enjoyment more than indoor environments. Self-presence and realism increased over time in both studies. We dis- cuss implications of avatar appearance and environmental context on social behavior in classroom contexts over time.\",\"PeriodicalId\":14832,\"journal\":{\"name\":\"J. Comput. Mediat. Commun.\",\"volume\":\"34 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"22\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"J. Comput. Mediat. Commun.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1093/jcmc/zmac031\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"J. Comput. Mediat. Commun.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1093/jcmc/zmac031","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 22
摘要
随着虚拟世界的扩展,了解人们如何使用虚拟现实来学习和联系变得越来越重要。我们使用了转化的社会互动范式(Bailenson, J. N., Beall, A. C., Loomis, J., Blascovich, J., & Turk, M., 2004)。转化的社会互动:协作虚拟环境中行为与形式的解耦表征。存在:远程操作员和虚拟环境,13(4),428-441)来检查不同的化身身份和环境随着时间的推移。在研究1(81)中,实体性、存在感、享受感和现实性在8周内都有所增加。与参与者相似的虚拟形象增加了参与者之间即时非语言行为的同步性和相似性。此外,与统一的虚拟形象相比,自我形象增加了自我存在感和现实性,但降低了乐趣。在研究2中,参与者在192个不同的虚拟环境中循环。随着可见空间的增加,非语言同步性、知觉恢复性、实体性、愉悦、觉醒、自我和空间存在、享受和现实主义也随之增加。室外环境比室内环境更能增加人们对恢复和享受的感觉。在这两项研究中,自我存在和现实主义都随着时间的推移而增加。我们讨论了虚拟形象的外观和环境背景对课堂社会行为的影响。
People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse
As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson, J. N., Beall, A. C., Loomis, J., Blascovich, J., & Turk, M. (2004). Transformed social interaction: Decoupling representation from behavior and form in collaborative virtual environments. Presence: Teleoperators and Virtual Environments , 13 (4), 428–441) to examine different avatar identities and environments over time. In Study 1 ( n ¼ 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonverbal behaviors between participants. Moreover, self-avatars increased self-presence and realism, but decreased enjoyment, compared to uniform avatars. In Study 2 ( n ¼ 137), participants cycled through 192 unique virtual environments. As visible space increased, so did nonverbal synchrony, per- ceived restorativeness, entitativity, pleasure, arousal, self- and spatial presence, enjoyment, and realism. Outdoor environments increased perceived restorativeness and enjoyment more than indoor environments. Self-presence and realism increased over time in both studies. We dis- cuss implications of avatar appearance and environmental context on social behavior in classroom contexts over time.