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Presence and Emotions in Playing a Group Game in a Virtual Environment: The Influence of Body Participation

机译:在虚拟环境中玩小组游戏的存在和情感:身体参与的影响

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摘要

This study assesses the influence of body participation on the sense of presence and emotions, and the relationship between the two dependent variables in playing a group game in a virtual environment. A total of 56 volunteers were asked to play a virtual game in a 360-degree stereoscopic immersive interactive visualization environment using either body movement or a joystick. Presence was measured with the post hoc SUS Presence Questionnaire. The pictorial tool of Self-Assessment Manikin was employed for measuring emotions of arousal and valence. Both arousal and valence positively correlated with presence. However, body participation did not significantly affect reported presence or the above-mentioned emotions.
机译:这项研究评估了身体参与对存在感和情绪的影响,以及在虚拟环境中玩小组游戏时两个因变量之间的关系。共有56名志愿者被要求在360度立体身临其境的交互式可视化环境中使用身体运动或操纵杆玩虚拟游戏。使用事后SUS Presence问卷来测量状态。自我评估模型的绘画工具被用来测量唤醒和价态的情绪。唤醒和化合价均与存在呈正相关。但是,身体的参与并没有显着影响所报告的存在或上述情绪。

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  • 来源
    《Cyberpsychology, behavior and social networking》 |2010年第6期|p.649-654|共6页
  • 作者

    Laura Aymerich-Franch;

  • 作者单位

    Dept. Comunicacio Audiovisual i Publicitat I Facultat de Ciencies de la Comunicacid, Edifici I Universitat Autonoma de Barcelona 08193 Bellaterra Barcelona Spain;

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  • 正文语种 eng
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  • 入库时间 2022-08-18 02:19:44

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