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Fake People, Real Effects The Presence of Virtual Onlookers Can Impair Performance and Learning

机译:虚假的人,真实的效果虚拟围观者的存在会损害性能和学习能力

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Can effects of social influence be elicited in virtual contexts, and if so, under which conditions can they be observed? Answering these questions has theoretical merit, as the answers can help broaden our understanding of the interaction mechanisms described by social psychology. The increasing popularity of immersive media in training applications, however, has made these questions of practical significance. Virtual reality (VR), in particular, is a weapon of choice in designing training and education simulations, as it can be used to generate highly realistic characters and environments. As a consequence, it is key to understand under which circumstances virtual 'others' can facilitate or impede performance and — especially - learning. In this study, we investigated the impact of virtual onlookers on an adapted Serial Reaction Time (SRT) task that was presented in VR. In each trial, participants responded to a series of spherical stimuli by tapping them with handheld controllers when they lit up. Depending on the experiment block, the sequence order was either the permutation of a fixed order (and therefore predictable given the first stimulus), or fully random (and therefore unpredictable). Participants were divided into three groups {audience variable), depending on the environment in which the task was set: a group without onlookers (none condition), a group with a computer-generated audience (CGI condition), and a group being watched by a prerecorded audience (filmed condition). Results showed that the presence of a virtual audience can hamper both overall performance and learning, particularly when the audience appears more realistic. This study further reinforces the notion that the effects of social influence transcend the physical presence of others, but rather extend to virtual audiences.
机译:是否可以在虚拟环境中引起社会影响的影响?如果是,则可以在哪些条件下观察到它们?回答这些问题具有理论价值,因为答案可以帮助拓宽我们对社会心理学所描述的相互作用机制的理解。但是,沉浸式媒体在培训应用中的日益普及使这些问题具有实际意义。特别是虚拟现实(VR),在设计培训和教育模拟时是一种选择的武器,因为它可用于生成高度逼真的角色和环境。因此,了解虚拟“他人”在何种情况下可以促进或阻碍绩效,尤其是学习,至关重要。在这项研究中,我们调查了虚拟围观者对VR中提出的适应的串行反应时间(SRT)任务的影响。在每个试验中,参与者对一系列球形刺激的反应是,在发光时用手持控制器轻按它们。取决于实验块,序列顺序是固定顺序的排列(因此在第一个刺激下是可预测的)或完全随机的(因此是不可预测的)。根据设置任务的环境,参与者分为三组(受众变量):无旁观者的组(无条件),具有计算机生成的观众的组(CGI条件)以及被监视的组预先录制的观众(拍摄状态)。结果表明,虚拟观众的存在可能会影响整体表现和学习,尤其是当观众显得更现实时。这项研究进一步强化了这样一种观念,即社会影响力的影响超越了他人的实际存在,而是延伸到了虚拟受众。

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