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1.
Virtual environments, such as online games and web‐based chat rooms, increasingly allow us to alter our digital self‐representations dramatically and easily. But as we change our self‐representations, do our self‐representations change our behavior in turn? In 2 experimental studies, we explore the hypothesis that an individual’s behavior conforms to their digital self‐representation independent of how others perceive them—a process we term the Proteus Effect. In the first study, participants assigned to more attractive avatars in immersive virtual environments were more intimate with confederates in a self‐disclosure and interpersonal distance task than participants assigned to less attractive avatars. In our second study, participants assigned taller avatars behaved more confidently in a negotiation task than participants assigned shorter avatars. We discuss the implications of the Proteus Effect with regards to social interactions in online environments.  相似文献   

2.
In testing possible cultural effects of the use of the self as an habitual reference point to which others are compared, we expected that: (a) individualistic participants (i.e., those who give priority to personal goals) would rate self—other similarity higher when asked “How similar is X to you?” than when asked “How similar are you to X?”, whereas nondirectional similarity judgements (“How similar are these two people?”) would resemble the former directional comparison; (b) collectivistic participants (i.e., those who give priority to in‐group goals) would show a weaker or, possibly, reversed pattern, especially using in‐group comparison others. Neither hypothesis was upheld. However, the individualists perceived the in‐group to be relatively more similar to themselves as compared to the collectivists. This difference cannot be explained by response bias, status asymmetry, or role differentiation. We propose an explanation in terms of the differential relationship between self and other representations for people from collectivist versus individualist cultures.  相似文献   

3.
According to embodied cognition, bodily interactions with our environment shape the perception and representation of our body and the surrounding space, that is, peripersonal space. To investigate the adaptive nature of these spatial representations, we introduced a multisensory conflict between vision and proprioception in an immersive virtual reality. During individual bimanual interaction trials, we gradually shifted the visual hand representation. As a result, participants unknowingly shifted their actual hands to compensate for the visual shift. We then measured the adaptation to the invoked multisensory conflict by means of a self-localization and an external localization task. While effects of the conflict were observed in both tasks, the effects systematically interacted with the type of localization task and the available visual information while performing the localization task (i.e., the visibility of the virtual hands). The results imply that the localization of one’s own hands is based on a multisensory integration process, which is modulated by the saliency of the currently most relevant sensory modality and the involved frame of reference. Moreover, the results suggest that our brain strives for consistency between its body and spatial estimates, thereby adapting multiple, related frames of reference, and the spatial estimates within, due to a sensory conflict in one of them.  相似文献   

4.
Photo‐identification is based on the premise that photographs are representative of facial appearance. However, previous studies show that ratings of likeness vary across different photographs of the same face, suggesting that some images capture identity better than others. Two experiments were designed to examine the relationship between likeness judgments and face matching accuracy. In Experiment 1, we compared unfamiliar face matching accuracy for self‐selected and other‐selected high‐likeness images. Surprisingly, images selected by previously unfamiliar viewers – after very limited exposure to a target face – were more accurately matched than self‐selected images chosen by the target identity themselves. Results also revealed extremely low inter‐rater agreement in ratings of likeness across participants, suggesting that perceptions of image resemblance are inherently unstable. In Experiment 2, we test whether the cost of self‐selection can be explained by this general disagreement in likeness judgments between individual raters. We find that averaging across rankings by multiple raters produces image selections that provide superior identification accuracy. However, benefit of other‐selection persisted for single raters, suggesting that inaccurate representations of self interfere with our ability to judge which images faithfully represent our current appearance.  相似文献   

5.
Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three‐dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants and render them nearly simultaneously (i.e., in real time) onto avatars, three‐dimensional digital representations of the interactants. Nonverbal behaviors of interactants can be rendered veridically or transformed strategically (i.e., rendered nonveridically). This research examined augmented gaze, a transformation in which a given interactant's actual head movements are transformed by an algorithm that renders his or her gaze directly at multiple interactants simultaneously, such that each of the others perceives that the transformed interactant is gazing only at him or her. In the current study, a presenter read a persuasive passage to two listeners under various transformed gaze conditions, including augmented gaze. Results showed that women agreed with a persuasive message more during augmented gaze than other gaze conditions. Men recalled more verbal information from the passage than women. Implications for theories of social interaction and computer‐mediated communication are discussed.  相似文献   

6.
7.
Four experiments investigate a modern paradox: White Americans harbor racial prejudice, but view themselves as unprejudiced. We hypothesized that social representations of prejudice available in American culture lead many Whites to conclude that they are relatively unprejudiced. In Experiment 1, participants primed with the bigot stereotype viewed themselves as less prejudiced. In Experiments 2 and 3, participants exposed to media representations of racists viewed themselves as less prejudiced. In Experiment 4, participants sought exposure to media representations of prejudice after a threat to their unprejudiced self‐image. These experiments suggest that representations of prejudice in American culture lead prejudiced individuals to view themselves as unprejudiced, and the effect of these representations on people's unprejudiced self‐images can be passive or intentional.  相似文献   

8.
This experiment is aimed at understanding how egocentric experiences, allocentric viewpoint-dependent representations, and allocentric viewpoint-independent representations interact when encoding and retrieving a spatial environment. Although several cognitive theories have highlighted the interaction between reference frames, it is less clear about the role of a real-time presentation of allocentric viewpoint-dependent representation on the spatial organization of information. Sixty participants were asked to navigate in two virtual cities to memorize the position of one hidden object. Half of the participants had the possibility to visualize the virtual city with an interactive aerial view. Then, they were required to find the position of the object in three different experimental conditions (“retrieval with an interactive aerial view” vs. “retrieval on a map” vs. “retrieval without an interactive aerial view”). Results revealed that participants were significantly more precise in retrieving the position of the object when immersed in an egocentric experience with the interactive aerial view. The retrieval of spatial information is facilitated by the presence of the interactive aerial view of the city, since it provides a real-time allocentric viewpoint-dependent representation. More participants with high preference for using cardinal points tend to be more accurate when they were asked to retrieve the position of the object on the map. As suggested by the mental frame syncing hypothesis, the presence of an allocentric viewpoint-dependent representation during the retrieval seems to ease the imposition on a specific viewpoint on the stored abstract allocentric viewpoint-independent representation. Our findings represent another significant step toward the comprehension of the organization of spatial representations of our environment.  相似文献   

9.
When people scan mental images, their response times increase linearly with increases in the distance to be scanned, which is generally taken as reflecting the fact that their internal representations incorporate the metric properties of the corresponding objects. In view of this finding, we investigated the structural properties of spatial mental images created from nonvisual sources in three groups (blindfolded sighted, late blind, and congenitally blind). In Experiment 1, blindfolded sighted and late blind participants created metrically accurate spatial representations of a small-scale spatial configuration under both verbal and haptic learning conditions. In Experiment 2, late and congenitally blind participants generated accurate spatial mental images after both verbal and locomotor learning of a full-scale navigable space (created by an immersive audio virtual reality system), whereas blindfolded sighted participants were selectively impaired in their ability to generate precise spatial representations from locomotor experience. These results attest that in the context of a permanent lack of sight, encoding spatial information on the basis of the most reliable currently functional system (the sensorimotor system) is crucial for building a metrically accurate representation of a spatial environment. The results also highlight the potential of spatialized audio-rendering technology for exploring the spatial representations of visually impaired participants.  相似文献   

10.
This multimethod study investigated how avatar appearance influences virtual team performance. This study is the first to integrate the framework of social identity model of de‐individuation effects (SIDE) and Self‐Identification theory, using “morphing” techniques. Results were obtained from a 2 (team visual similarity: dissimilar vs. similar team avatars) × 2 (member–avatar similarity: cartoon avatars vs. avatar similar to self) experiment (N = 240). The findings indicated that teams using “morphed team avatars,” which combined both a high degree of team visual similarity and member–avatar similarity in their appearances, performed best on the task, and showed greater social attraction than teams in the other conditions. Moreover, content analysis of the chat conversations revealed that these teams interacted more strategically and expressed a greater motivation to solve the task.  相似文献   

11.
Recent research showed that individuals are perceived as more attractive when presented with the color red. We seek to extend these findings by studying the effects of red color on individuals' perception of self‐attractiveness, rather than the attractiveness of others. Based on the color‐in‐context theory, we hypothesized that individuals would perceive themselves as more attractive under red chromatic conditions. In three experiments, participants were asked to wear a red or a blue shirt and rated their own attractiveness. As expected, participants in the red shirt condition indicated a higher level of self‐attractiveness than participants in the blue condition. Moreover, the results showed that the self‐perception red effect was mediated by the individuals' self‐perceived sexual receptivity and self‐perceived status.  相似文献   

12.
Prior research often emphasized a stimulus‐based or bottom‐up view of product category representations. In contrast, we emphasize a more purposeful, top‐down perspective and examine categories that consumers might construct in the service of salient (i.e., highly accessible) goals. Specifically, we investigate how the point of view imposed by salient consumer goals might affect category representations assessed by participants’ similarity judgments of food products. A key factor in our study is that we examine both individual and situational sources of variability in goal salience. In addition, we also vary the surface‐level, visual resemblance of the stimulus pairs of foods used in the study. The results suggest that personal goals (e.g., health) and situational goals (e.g., convenience) act in conjunction and exert a systematic impact on category representations. Both types of goals, when salient, enhanced the perceived similarity of goal‐appropriate products and reduced the similarity of product pairs when only one product was ideal for the particular goal. The similarity‐enhancing effect was most pronounced when the surface resemblance between the products was low, and the similarity‐diminishing effect was more apparent when surface resemblance was high. Implications are discussed for current theoretical assumptions regarding categorization in consumer research.  相似文献   

13.
As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience? In one study, we correlated participants’ reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants’ emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.  相似文献   

14.
Previous research has documented a tendency for people to make more risk‐seeking decisions for others than for themselves in relationship scenarios. Two experiments investigated whether this self–other difference is moderated by participants' self‐esteem and anxiety levels. In Experiment 1, lower self‐esteem and higher anxiety levels were associated with more risk‐averse choices for personal decisions but not for decisions for others. Therefore, participants with lower self‐esteem/higher anxiety showed greater self–other differences in comparison to participants with higher self‐esteem/lower anxiety levels. Experiment 2 demonstrated that this effect was largely mediated by participants' expectations of success and feelings about potential negative outcomes. These results are discussed in the context of “threats to the self,” with a central role played by anxiety and self‐esteem threats in personal decision making but not in decision making for others. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

15.
We propose that people can and will infer group memberships from resource distributions, and that these distributions have implications for people's understandings of the groups themselves and their own associations with these groups. We derive hypotheses from social identity and self‐categorization theories, and test them in three experiments. In Experiment 1, participants systematically rated specific patterns of group memberships as more likely than others in light of specific resource distributions in a manner consistent with our predictions. In Experiment 2, intragroup distributive fairness led to greater perceived self‐in‐group similarity than intra‐group distributive unfairness, while distributively unfair, in‐group favouritism led to greater perceived self‐in‐group similarity than intergroup fairness. In Experiment 3, social identification dropped following unfair, out‐group favouritism and intragroup unfairness, but not unfair, in‐group favouritism, or intragroup and intergroup fairness. The current data provide support for our hypotheses and clear evidence that resource distributions can be providers of group membership information. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

16.
This study used Kenny's social relations model to examine the relationship between Post‐Traumatic Stress Disorder‐related impairment and interpersonal perceptions. Participants were 124 students who had previously completed the Post‐traumatic Stress Diagnostic Scale as part of a larger study. After engaging in brief dyadic conversations with 3 other students, participants recorded perceptions of personality traits for themselves, their interaction partners and how they believed their partners saw them (metaperceptions). Results indicated that those with more severe post‐traumatic stress disorder‐related impairment saw themselves negatively and believed their interaction partners also viewed them negatively. However, these individuals were not seen differently by others, except that they were rated as less dependable. Our findings suggest that post‐traumatic stress disorder is associated with negative beliefs about the self that may influence self‐esteem and interpersonal relationships.  相似文献   

17.
Advances in virtual environment technology, particularly digital immersive virtual environment technology, enable people to engage in increasingly compelling experiences. Such technology not only has entertainment value but also provides a powerful research platform for behavioral scientists and clinicians. Although many immersive virtual environment‐based studies have been conducted in the last 20 years, investigations of psychological and physical health remain relatively rare. In short, virtual environment technology provides investigators and health care providers with a powerful tool to study motivate their research participants and patients to improve or regain health. Here, the nature of the technology, ideas for future research using it, and how it has and can be used to assess and combat the obesity epidemic sweeping the United States.  相似文献   

18.
ObjectivesThe aim of the study was to test the performance, motivational, and affective impact of aerobic exercise within an immersive virtual reality environment experienced alone or with another individual.DesignSixty female participants aged 18–30 years were assigned to one of three conditions: no virtual reality (NVR), individual virtual reality (IVR), or companion virtual reality (CVR).MethodParticipants completed 9 min of self-paced rowing on an ergometer without any visual input or performance feedback (NVR), individually within a virtual reality environment (IVR), or within a virtual reality environment that included a companion depicted as an avatar (CVR).ResultsThe two virtual reality groups rowed a further distance and at a higher power output than the NVR group. Furthermore, the CVR group outperformed the IVR group in distance and had a higher heart rate. Participants in the virtual reality groups did not perceive themselves to be exerting more physical effort and rated the task as more enjoyable than participants in the NVR group.ConclusionsVirtual reality improves performance and the affective response to aerobic exercise, and performance effects are further enhanced by the presence of others in the virtual environment.  相似文献   

19.
Two studies examined whether participant attitudes would change toward positions advocated by an ingroup member even if the latter was known to be an embodied agent; that is, a human-like representation of a computer algorithm. While immersed in a virtual environment, participants listened to a persuasive communication from a digital representation of another student. The latter was actually an embodied agent (a computer-controlled digital representation of a human). Study 1 examined the extent to which gender of the virtual human, participant gender, and the agent's behavior affected attitude change. Results revealed gender-based ingroup favoritism in the form of greater attitude change for same gender virtual humans. Study 2 examined behavioral realism and agency beliefs; that is, whether participants believed the other to be an agent or an avatar (an online representation of an actual person). Results supported Blascovich and colleague's model of social influence within immersive virtual environments. Specifically, the prediction that virtual humans high in behavioral realism would be more influential than those low in behavioral realism was supported, but this effect was moderated by the gender of the virtual human and the research participant. Implications of these findings for the model are discussed.  相似文献   

20.
The concept of the relational self suggests that simply imagining significant others produces shifts in self‐assessments consistent with one’s roles and experiences with those others. To test relevant hypotheses, college women (from the United States) imagined a significant other as part of a visualization task. After imagining parents as compared to peers, participants described themselves as less sensual, dominant, and adventurous (Experiment 1), a pattern consistent with other women’s ratings of how they actually felt with those others. Supporting the idea that self‐esteem differences emerge in more evaluative contexts, self‐esteem moderated self‐assessments on key dimensions (Experiment 2). After imagining a romantic other but not a best friend, self‐esteem was directly related to women’s self‐ratings of sensuality, physical attractiveness, and being at ease.  相似文献   

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