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Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose Bumps

机译:你敬畏了吗?虚拟现实如何使我们惊叹不已

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“Awe” is a category of emotion within the spectrum of self-transcendent experiences. Awe has wellness benefits, with feelings of social interconnectivity and increased life satisfaction. However, awe experiences remain rare in our everyday lives, and rarer in lab environments. We posit that Virtual Reality (VR) may help to make self-transcendent and potentially transformative experiences of awe more accessible to individuals. Here, we investigated how interactive VR as a positive technology may elicit awe, and how features of aesthetic beauty/scale, familiarity, and personalization (self-selection of travel destinations) may induce awe. In this mixed-methods study, participants used an interactive VR system to explore Earth from ground and orbit. We collected: introspective interviews and self-report questionnaires with participants’ experience of awe; information on personality traits and gender; and we recorded physiological goose bumps on the skin (using an arm-mounted goose bump camera instrument), which is a documented marker of an awe experience. Results showed that on a scale of 0–100 for self-reported awe, four different interactive VR environments yielded an average awe rating of 79.7, indicating that interactive VR can indeed induce awe. 43.8% of participants experienced goose bumps: awe ratings positively correlated with the occurrence of goose bumps with those who experienced goose bumps having showed significantly higher ratings of awe than those who did not. Most (64%) of the goose bumps occurred when participants self-selected their VR environment. Participant statements from the interviews were characteristic of an awe-inspiring experience, revealed themes of social connection, and usability problems with the VR interface. Personality traits yielded no clear correlation to awe ratings, and females appear to experience more goose bumps than males. In summary: (1) Interactive VR can elicit awe, especially within familiar, self-selected environments; (2) Physiological goose bumps can be recorded to provide reliable, non-intrusive indications of awe; (3) Care must be taken to design interaction interfaces that do not impede awe; and (4) While personality traits are not correlated to awe ratings, goose bumps were experienced more frequently among females. We aim to conduct future studies using custom VR environments, interfaces, and additional physiological measures to provide further insight into awe.
机译:“敬畏”是自我超越体验范围内的一种情感。敬畏具有健康的好处,具有社交联系感和增加的生活满意度。但是,敬畏体验在我们的日常生活中仍然很少见,在实验室环境中也很少见。我们认为虚拟现实(VR)可能有助于使个人更容易获得敬畏的自我超越和潜在的变革体验。在这里,我们研究了交互式VR作为一项积极技术如何引起人们的敬畏度,以及审美美感/规模,熟悉程度和个性化(旅行目的地的自我选择)如何引起敬畏度。在这项混合方法研究中,参与者使用交互式VR系统从地面和轨道探索地球。我们收集了:具有参与者敬畏经验的自省访谈和自我报告调查表;有关人格特征和性别的信息;并且我们记录了皮肤上的生理性鸡皮bump(使用手臂安装的鸡皮camera相机),这是敬畏经历的有据可查的标记。结果显示,对于自我报告的敬畏度,在0-100范围内,四种不同的交互式VR环境产生的平均敬畏度为79.7,表明交互式VR确实可以诱发敬畏度。 43.8%的参与者经历了鸡皮bump:敬畏等级与鸡皮bump的发生呈正相关,经历过鸡皮those的人的敬畏度显着高于未参加者。大多数(64%)的鸡皮occurred发生在参与者自行选择其VR环境时。采访中的参与者陈述是令人敬畏的体验的特征,揭示了社交联系的主题以及VR界面的可用性问题。人格特质与敬畏度没有明显的相关性,女性似乎比男性经历更多的颠簸。总结:(1)交互式VR可以引起敬畏,尤其是在熟悉的,自行选择的环境中; (2)可以记录生理上的鸡皮bump,以提供可靠的,非侵入式的敬畏指示; (3)必须注意设计不会妨碍敬畏的交互界面; (4)虽然人格特质与敬畏度没有关系,但女性中的鸡皮bump发生率更高。我们旨在使用自定义VR环境,界面和其他生理措施进行进一步的研究,以进一步了解敬畏感。

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