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Similar social presence effects when reaching for real and digital objects

机译:达到真实和数字物体时的类似社会存在效应

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Though digital images and real objects are represented differently at a neural level and can evoke different behaviours, little work has directly compared the magnitude of social effects on real and digitally represented stimuli. Object-directed reaches are modified in the near space of others, while image-directed reaches are not, but the exact role of the presence versus location of the other person is unknown (Dosso and Kingstone, 2018). The present work probed the unique contribution of social presence (a passive observer) in shaping object- and image-directed reaching behaviour. In a shape-matching game, movements were performed more slowly and less efficiently when participants were observed by the experimenter, regardless of whether participants handled real objects or digital images. Our finding that social presence affects real- and image-directed reaches similarly supports the continued use of computer-generated objects to approximate human behaviour towards real objects when social effects on object-directed actions are studied.
机译:虽然数字图像和真实物体在神经层面不同,但可以唤起不同的行为,但是一点工作直接比较了真实和数字代表刺激的社会效果的大小。对象导向达到其他人的近空间,而图像定向达到的距离不是,但是存在的存在与另一个人的位置的确切作用是未知的(Dosso和Kingstone,2018)。目前的工作探讨了社会存在(一种被动观察者)在整形对象和图像定向达到行为方面的独特贡献。在形状匹配的游戏中,当实验者观察到的参与者时,无论参与者是否处理真实物体或数字图像,都会更慢地执行运动更慢,更低。我们发现社交存在影响实际和图像导向达到类似地支持计算机生成的对象的继续使用,以在研究对象的行动的社交影响时对真实物体近似于人类行为。

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