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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,流量和挫折的心理生理学相关性

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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)背后的技术正在快速发展并且每年的VR应用程序的数量增长,因此对用户在虚拟环境中的经验以及测量这些经验的方法的研究变得非常重要。在这项研究中,我们通过对VR游戏主题的双重任务范式来应用测量注意力分配的方法。这个想法是要求参与者对古怪的声音(二级任务)作出反应,从主要任务(游戏)中拉出注意力。这些古怪声音的行为(反应时间和准确性)和神经响应(P300分量)然后告诉我们一些关于游戏的间接注意力分配以及可能的流动经验。为了检查后者,我们通过操纵游戏的机制创造了无聊,流动和挫折的经验。此外,我们对其他心理生理学相关性感兴趣,如脑振荡和平均心率,以及这些与常规和VR设置之间的游戏之间不同。虽然我们无法准确地诱导无聊,流量和挫折,并且无法复制以前的研究,显示出在流动期间对古怪声音的反应时间增加,我们确实发现VR中的P300和更多高频脑振荡与常规游戏相比(表明更多关注游戏)。其中,这表明精神生理措施是有前途的工具来量化VR中的注意力分配,但需要更多的研究来阐明是否以及如何转化为流程。

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