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Virtual reality, presence and social cognition: The effect of eye-gaze and narrativity on character engagement

机译:虚拟现实,存在和社会认知:眼睛凝视和叙事对角色接触的影响

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We manipulated the way in which viewers engaged with an interactive virtual reality, Coffee without Words. Participants sit over coffee in a virtual café, opposite the protagonist and wait for their bus to be repaired. Participants are instructed to engage with the experience as though it was real or as an artefact (to appraise its design). We also manipulated eye-gaze behaviour where half of the participants experience interactive and natural eye-contact with the character, while the other half experience no eye contact. We explore effects of manipulation on self-reported presence. Our findings demonstrate no significant effects of character's eye-gaze behaviour on participant's feelings of presence or their perception of time. However, we report here that eye-gaze behaviours associated with higher levels of social cognition towards the character.
机译:我们操纵了观众与互动虚拟现实,没有言语的咖啡的方式。参与者在一个虚拟咖啡馆坐在咖啡上,对面的主角,等待他们的公共汽车被修理。参与者被指示与诸如真实的或作为人工制品的经验(以评估其设计)的经验。我们还操纵眼睛凝视行为,其中一半的参与者与角色进行互动和自然的眼睛接触,而另一半的体验没有目光接触。我们探索操纵对自我报告的存在的影响。我们的研究结果表明,角色的眼睛凝视行为对参与者的存在感受或时间看起来没有显着影响。然而,我们在此报告说,眼睛凝视行为与对角色更高的社会认知水平相关。

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