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Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming

机译:请勿打扰:VR游戏期间无聊,无聊和沮丧的心理生理相关性

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Since the technology behind virtual reality (VR) is evolving rapidly and the number of VR applications is growing every year, research on the user's experience of being in the virtual environment itself and the methodologies to measure these experiences becomes highly important. In this study, we apply the methodology of measuring attentional allocation by means of a dual-task paradigm to the topic of VR gaming. The idea is to ask participants to react to oddball sounds (secondary task), pulling attention away from the primary task (the game). The behavioral (reaction time and accuracy) and neural response (P300 component) to these oddball sounds then tells us something about indirect attentional allocation to the game and possibly the experience of flow. In order to check the latter, we created experiences of boredom, flow and frustration by manipulating the mechanics of the game. In addition, we were interested in other psychophysiological correlates like brain oscillations and average heart rate and whether these differed between gaming with a regular and a VR set-up. Although we were not able to accurately induce feelings of boredom, flow and frustration and could not replicate previous studies showing increased reaction times for oddball sounds during flow, we did find a decreased P300 and more high-frequency brain oscillations in VR compared to regular gaming (indicating more attention to the game). Together, this suggests that psychophysiological measures are promising tools to quantify attentional allocation in VR, but more research is needed to clarify whether and how this translates to flow.
机译:由于虚拟现实(VR)背后的技术发展迅速,并且VR应用程序的数量每年都在增长,因此研究用户在虚拟环境本身中的体验以及衡量这些体验的方法变得非常重要。在这项研究中,我们将通过双任务范例测量注意力分配的方法应用于VR游戏。这个想法是让参与者对奇数球的声音(第二任务)做出反应,将注意力从第一任务(游戏)上移开。这些奇怪的声音的行为(反应时间和准确性)和神经反应(P300组件)告诉我们有关游戏间接注意分配以及流程体验的一些信息。为了检查后者,我们通过操纵游戏的机制创造了无聊,流畅和沮丧的体验。此外,我们对其他心理生理相关性也很感兴趣,例如脑震荡和平均心率,以及在常规和VR设置的游戏之间这些差异是否不同。尽管我们无法准确地诱导出无聊,无聊和沮丧的感觉,并且无法重复先前的研究,即在无聊的游戏中,奇数球声音在游戏过程中的反应时间增加了,但我们确实发现与常规游戏相比,VR中的P300减少了,高频的大脑振荡也增加了(表明对游戏的更多关注)。总之,这表明心理生理学方法是量化VR中注意力分配的有前途的工具,但是需要更多的研究来弄清这种现象是否以及如何转化为流动。

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