首页> 外文会议>Conference on Digital Landscape Architecture >Who's Afraid of Virtual Darkness - Affective Appraisal of Night-time Virtual Environments
【24h】

Who's Afraid of Virtual Darkness - Affective Appraisal of Night-time Virtual Environments

机译:谁害怕虚拟黑暗 - 夜间虚拟环境的情感评估

获取原文

摘要

We investigated to what extent simulated darkness determines the affective appraisal of desktop virtual environments (VEs). Computer simulations have become indispensable tools to communicate design and planning impacts and to investigate human perception of built environments (e.g. TAHRANI & MOREAU 2008). Desktop VEs are also increasingly deployed to study the effects of environmental qualities and interventions on human behaviour and feelings of safety in built environments (COZENS et al. 2003, PARK et al. 2008, PARK et al. 2010). The effectiveness of desktop VEs for these applications depends critically on their ability to correctly address the user's emotional, cognitive and perceptual experience. In the real world ambient darkness elicits fear of victimization (BOX et al. 1988) by concealing potential dangers (BLOBAUM & HUNECKE 2005, GRAY 1987, NASAR & JONES 1997, WARR 1990). Darkness may turn places that are pleasant during daylight into frightening places after dark (HANYU 1997, NASAR & JONES 1997). The innate fear for darkness which most people have also extrapolates to immersive virtual environments (MUHLBERGER et al. 2007). Although commercial desktop games sometimes deploy low-key lighting to evoke suspense and dread (NIEDENTHAL 2005), it is not yet known if darkness in desktop VEs can also effectively induce fear related emotional responses, and determine the affective appraisal of the VE.
机译:我们调查了模拟黑暗在多大程度上决定了桌面虚拟环境(VES)的情感评估。计算机模拟已成为传达设计和规划影响的不可或缺的工具,并调查人类对建筑环境的看法(例如Tahrani&Moreau 2008)。桌面ves也越来越多地部署,研究环境质量和干预措施对人类行为的影响以及建造环境中的安全感受(Cozens等,Park等,Park等,Park等,2010)。桌面VES对这些应用的有效性既批判性地取决于他们正确地解决用户的情感,认知和感知体验的能力。在现实世界中,环境黑暗引发了害怕受害的恐惧(Box等,1988)通过隐瞒潜在的危险(Blobaum&Hunecke 2005,Gray 1987,Nasar&Jones 1997,Worn 1990)。黑暗可能会在黑暗之后的令人恐惧的地方变成令人愉快的地方(汉苏1997,鼻球和琼斯1997)。大多数人也为黑暗的天生恐惧外推到沉浸虚拟环境(Muhlberger等,2007)。虽然商业桌面游戏有时部署低调灯光以唤起悬念和恐惧(Niedenthal 2005),但尚不知道桌面VES中的黑暗还可以有效地诱导恐惧相关的情绪反应,并确定对VE的情感评估。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号