...
首页> 外文期刊>Computers in Human Behavior >Introducing the Wunderkammer as a tool for emotion research: Unconstrained gaze and movement patterns in three emotionally evocative virtual worlds
【24h】

Introducing the Wunderkammer as a tool for emotion research: Unconstrained gaze and movement patterns in three emotionally evocative virtual worlds

机译:将Wunderkammer引入情感研究工具:三个令人回味的虚拟世界中不受约束的凝视和移动模式

获取原文
获取原文并翻译 | 示例
           

摘要

Here we introduce the "Wunderkammer", a suite of immersive virtual worlds with different types of emotionally-charged content. We use these worlds to examine the effects of affective context on unconstrained gaze and movement. In the Affect Gallery, participants freely explored a virtual art museum filled with objects that varied in valence and arousal. Participants approached and gazed more at positively valenced objects. This preference was amplified by more arousing objects and was strongest among individuals with resilient emotion regulation tendencies. This bias of avoiding negative valence did not emerge in The Crowded Room, an environment in which participants encountered virtual humans expressing different emotions. Instead, participants gazed more at negative than neutral emotional displays although they physically avoided angry (but not sad or neutral) agents. When placed inside Room 101, an unpredictable environment filled with a series of disturbing events, frightened participants became relatively immobile in terms of both gaze and movement. This freezing-type response was particularly strong among dispositionally resilient individuals. Together these results demonstrate that distinct affective contexts elicit unique patterns in unconstrained gaze and movement. They further illustrate the benefits of using virtual reality to study affect as it naturally emerges. (C) 2016 Elsevier Ltd. All rights reserved.
机译:在这里,我们介绍“ Wunderkammer”,这是一套沉浸式虚拟世界,具有不同类型的充满情感的内容。我们使用这些世界来检验情感情境对不受约束的注视和运动的影响。在“情感画廊”中,与会人员自由地参观了一个虚拟的艺术博物馆,里面充斥着各种化价和唤醒的物品。参与者走近并注视着具有正价态的物体。这种偏好会被更多唤醒物体放大,并且在具有弹性情绪调节倾向的个体中最强烈。这种避免负价的偏见并未出现在The Crowded Room中,在这种环境中,参与者遇到了表达不同情绪的虚拟人。取而代之的是,尽管他们在身体上避免生气(而不是悲伤或中立),但参与者比中立的情感表现更多地盯着负面情绪。当被放置在101房间内时,这是一个充满一系列令人不安的事件的不可预测的环境,受惊的参与者在注视和动作方面变得相对不动。在具有应变能力的个体中,这种冻结型反应特别强烈。这些结果共同表明,不同的情感情境在不受约束的注视和运动中引起独特的模式。他们进一步说明了使用虚拟现实研究自然产生的影响的好处。 (C)2016 Elsevier Ltd.保留所有权利。

著录项

  • 来源
    《Computers in Human Behavior》 |2016年第6期|93-107|共15页
  • 作者单位

    Max Planck Inst Human Cognit & Brain Sci, Social Neurosci Dept, POB 500355, D-04303 Leipzig, Germany;

    Max Planck Inst Human Cognit & Brain Sci, Social Neurosci Dept, POB 500355, D-04303 Leipzig, Germany;

    Max Planck Inst Human Cognit & Brain Sci, Social Neurosci Dept, POB 500355, D-04303 Leipzig, Germany;

    Max Planck Inst Human Cognit & Brain Sci, Social Neurosci Dept, POB 500355, D-04303 Leipzig, Germany|Adam Mickiewicz Univ, Inst Psychol, Poznan, Poland;

    Max Planck Inst Human Cognit & Brain Sci, Social Neurosci Dept, POB 500355, D-04303 Leipzig, Germany;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Virtual reality; Threat; Affect; Emotion; Emotion regulation; Behavioral methods;

    机译:虚拟现实;威胁;情感;情绪;情绪调节;行为方式;

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