首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both studies, participant gender, virtual human gender, virtual human gaze behavior, and whether virtual humans were allegedly controlled by humans (i.e., avatars) or computers (i.e., agents) were varied. Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs. In addition, participants gave more personal space to virtual agents who engaged them in mutual gaze. Moreover, when virtual humans invaded their personal space, participants moved farthest from virtual human agents. The advantages and disadvantages of IVET for the study of human behavior are discussed.  相似文献   

2.
More and more immersive environments are developed to provide support for learning or training purposes. Ecological validity of such environments is usually based on learning performance comparisons between virtual environments and their genuine counterparts. Little is known about learning processes occurring in immersive environments. A new technique is proposed for testing perceptual learning during virtual immersion. This methodology relies upon eye-tracking technologies to analyze gaze behavior recorded in relation to virtual objects' features and tasks' requirements. It is proposed that perceptual learning mechanisms engaged could be detected through eye movements. In this study, nine subjects performed perceptual learning tasks in virtual immersion. Results obtained indicated that perceptual learning influences gaze behavior dynamics. More precisely, analysis revealed that fixation number and variability in fixation duration varied with perceptual learning level. Such findings could contribute in shedding light on learning mechanisms as well as providing additional support for validating virtual learning environments.  相似文献   

3.
Previous research demonstrated social influence resulting from mimicry (the chameleon effect); a confederate who mimicked participants was more highly regarded than a confederate who did not, despite the fact that participants did not explicitly notice the mimicry. In the current study, participants interacted with an embodied artificial intelligence agent in immersive virtual reality. The agent either mimicked a participant's head movements at a 4-s delay or utilized prerecorded movements of another participant as it verbally presented an argument. Mimicking agents were more persuasive and received more positive trait ratings than nonmimickers, despite participants' inability to explicitly detect the mimicry. These data are uniquely powerful because they demonstrate the ability to use automatic, indiscriminate mimicking (i.e., a computer algorithm blindly applied to all movements) to gain social influence. Furthermore, this is the first study to demonstrate social influence effects with a nonhuman, nonverbal mimicker.  相似文献   

4.
This experiment exposed a sample of U.S. undergraduates (43 men, 40 women) to suggestively or conservatively clad virtual females who exhibited either responsive, high eye gaze or nonresponsive, low gaze in an immersive virtual environment. Outside the virtual world, men and women who encountered a highly stereotypical character—a suggestively clad, high gaze agent (“vamp”) or conservatively clad, low gaze character (“virgin”)—demonstrated more sexism and greater rape myth acceptance than participants who saw a suggestively clad nonresponsive or conservatively clad, responsive character. Results suggest that gender-stereotypical virtual females enhance negative attitudes toward women, whereas those that violate expectations and break stereotypes do not.  相似文献   

5.
People show a robust tendency to gaze at other human beings when viewing images or videos, but were also found to relatively avoid gaze at others in several real-world situations. This discrepancy, along with theoretical considerations, spawned doubts about the appropriateness of classical laboratory-based experimental paradigms in social attention research. Several researchers instead suggested the use of immersive virtual scenarios in eliciting and measuring naturalistic attentional patterns, but the field, struggling with methodological challenges, still needs to establish the advantages of this approach. Here, we show using eye-tracking in a complex social scenario displayed in virtual reality that participants show enhanced attention towards the face of an avatar at near distance and demonstrate an increased reactivity towards her social gaze as compared to participants who viewed the same scene on a computer monitor. The present study suggests that reactive virtual agents observed in immersive virtual reality can elicit natural modes of information processing and can help to conduct ecologically more valid experiments while maintaining high experimental control.  相似文献   

6.
Shopper research has long been undertaken with physical simulated stores and desktop‐operated virtual stores. However, recent developments in motion‐tracked virtual reality offer a range of new possibilities for research using immersive walk‐around virtual simulated stores. To date, there is little knowledge published on the authenticity of shopper behaviour in such immersive virtual environments. The present study therefore reports exploratory results from 153 multicategory shopping trips conducted in an immersive virtual convenience store. Observed shopper metrics and theoretical effects are compared with equivalent data obtained from published sources and found to be consistent across all measures. Specifically, shoppers purchase a plausible share of private label brands, more private label brands in lower consumption pleasure product categories, more products from higher compared with lower shelf positions, make a plausible proportion of impulsive purchases, and spend less time inspecting familiar versus unfamiliar brands. Further, time in‐store, total spending, and product handling time are higher for women than for men. These exploratory findings show that participants continue to exhibit realistic shopper behaviours in an immersive virtual simulated store. Such stores are therefore a cost‐effective alternative to other methods for measuring consumer behaviour. They offer significant potential for innovative experimental designs in consumer research, as well as potential for future use as a digital shopping channel.  相似文献   

7.
Over the last decade, researchers have begun using immersive virtual environment technology (IVET; commonly known as virtual reality) to create digital experimental virtual environments (DEVEs) to investigate social psychological processes. Researchers increasingly recognize that IVET provides powerful and cost-effective ways to manipulate theoretical variables and to measure a host of outcome variables, while providing a remarkable level of experimental control and ecological realism. In this article, we discuss IVET, the nature of social influence within DEVEs, and the use of DEVEs to study social behavior.  相似文献   

8.
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   

9.
The current research considered the effects of gaze direction on a fundamental aspect of social cogition: person memory. It was anticipated that a person's direction of gaze (i.e., direct or averted) would impact his or her subsequent memorability, such that recognition would be enhanced for targets previously displaying direct gaze. In Experiment 1, participants were presented with faces displaying either direct or averted gaze in a person‐classification (i.e., conceptual) task. Then, in a surprise memory test, they were required to report whether a presented face had been seen before. As expected, a recognition advantage was observed for targets displaying direct gaze during the initial classification task. This finding was replicated and extended in a second experiment in which participants initially reported the spatial location (i.e., perceptual task) of each face. We consider the implications of these findings for basic aspects of social‐cognitive functioning and person perception.  相似文献   

10.
Persuasive information can be tailored to individual characteristics using computer technology. Computer technology offers three ways to persuade people: adaptation, personalization, and feedback. Adaptation refers to the match between the type or the formulation of the persuasive arguments or recommendations and an individual's psychological state. Personalization refers to the incorporation of one or more recognizable individual characteristics (e.g., one's first name) in a persuasive text. Feedback refers to providing the individual with information about him or her that relates to important individual goals. These visible elements in a persuasive message are the tailoring‐ingredients of computer‐tailored persuasion. The present article focuses on explaining how these tailoring‐ingredients influence persuasion, using existing social psychological insights in human functioning and persuasion. The persuasive effects of the tailoring‐ingredients can be explained partly by different psychological processes.  相似文献   

11.
Two experiments investigated if and how visual representation of interactants affects depersonalization and conformity to group norms in anonymous computer‐mediated communication (CMC). In Experiment 1, a 2 (intergroup versus interpersonal) × 2 (same character versus different character) between‐subjects design experiment (N= 60), each participant made a decision about social dilemmas after seeing two other (ostensible) participants’ unanimous opinions and then exchanged supporting arguments. Consistent with the Social Identity model of Deindividuation Effects (SIDE), when the group level of self‐identity was rendered salient in an intergroup encounter, uniform virtual appearance of CMC partners triggered depersonalization and subsequent conformity behavior. By contrast, when the personal dimension of the self was salient, standardized representation tended to reduce conformity. To elucidate the mediation process, Experiment 2 investigated the causal links between depersonalization, group identification, and conformity. The results show that depersonalization accentuated adherence to group norms, both directly and indirectly via group identification.  相似文献   

12.
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   

13.
This experiment varied whether individuals interacted with virtual representations of themselves or of others in an immersive virtual environment. In the self‐representation condition, half of the participants interacted with a self‐representation that bore photographic resemblance to them, whereas the other half interacted with a self‐representation that bore no resemblance to them. In the other‐representation condition, participants interacted with a representation of another individual. The experimental design was a 2 (Participant Gender) × 3 (Agent Identity: high‐similarity self‐representation vs. low‐similarity self‐representation vs. other representation). Overall, participants displayed more intimacy‐consistent behaviors for representations of themselves than others. Implications of using immersive virtual environment technology for studying the self are discussed.  相似文献   

14.
Developmental differences in the use of social‐attention cues to imitation were examined among children aged 3 and 6 years old (= 58) and adults (= 29). In each of 20 trials, participants watched a model grasp two objects simultaneously and move them together. On every trial, the model directed her gaze towards only one of the objects. Some object pairs were related and had a clear functional relationship (e.g., flower, vase), while others were functionally unrelated (e.g., cardboard square, ladybug). Owing to attentional effects of eye gaze, it was expected that all participants would more faithfully imitate the grasp on the gazed‐at object than the object not gazed‐at. Children were expected to imitate less faithfully on trials with functionally related objects than those without, due to goal‐hierarchy effects. Results support effects of eye gaze on imitation of grasping. Children's grasping accuracy on functionally related and functionally unrelated trials was similar, but they were more likely to only use one hand on trials where the object pairs were functionally related than unrelated. Implications for theories of imitation are discussed.  相似文献   

15.
Women do not have a uniform or standardized “suit” to wear in the workplace so they must make daily decisions about what to wear. Some propose that women should dress in a sexualized way to gain power and influence, but sexy attire is related to lower perceptions of competence for women in leadership positions. We explored the effect of revealing or conservative attire on perceptions of women’s leadership competence. We also used eye-tracker technology to determine whether looking at sexualized body parts (i.e., breasts, hemline) was related to lower perceptions of leadership competence and electability. A female candidate for a student senate presidency at a U.S. university wearing revealing clothing was perceived by 191 college students as less honest and trustworthy, electable, and competent than one wearing conservative clothing. Sexualized body parts were looked at longer when the candidate was wearing revealing clothing compared to conservative clothing. Furthermore, mediation analyses indicated that the revealing clothing led participants to gaze at sexualized body parts, which, in turn, led to perceiving the candidate as less honest/trustworthy, which lowered their evaluations of her competence and electability. These findings suggest that viewing a woman in a sexy outfit can lead others to stare more at her body and make negative evaluations of her personal attributes. This finding has implications for the choices women make in workplace and leadership contexts.  相似文献   

16.
ABSTRACT

Can eye movements tell us whether people will remember a scene? In order to investigate the link between eye movements and memory encoding and retrieval, we asked participants to study photographs of real-world scenes while their eye movements were being tracked. We found eye gaze patterns during study to be predictive of subsequent memory for scenes. Moreover, gaze patterns during study were more similar to gaze patterns during test for remembered than for forgotten scenes. Thus, eye movements are indeed indicative of scene memory. In an explicit test for context effects of eye movements on memory, we found recognition rate to be unaffected by the disruption of spatial and/or temporal context of repeated eye movements. Therefore, we conclude that eye movements cue memory by selecting and accessing the most relevant scene content, regardless of its spatial location within the scene or the order in which it was selected.  相似文献   

17.
Although objectification theory suggests that women frequently experience the objectifying gaze with many adverse consequences, there is scant research examining the nature and causes of the objectifying gaze for perceivers. The main purpose of this work was to examine the objectifying gaze toward women via eye tracking technology. A secondary purpose was to examine the impact of body shape on this objectifying gaze. To elicit the gaze, we asked participants (29 women, 36 men from a large Midwestern University in the U.S.), to focus on the appearance (vs. personality) of women and presented women with body shapes that fit cultural ideals of feminine attractiveness to varying degrees, including high ideal (i.e., hourglass-shaped women with large breasts and small waist-to-hip ratios), average ideal (with average breasts and average waist-to-hip ratios), and low ideal (i.e., with small breasts and large waist-to-hip ratios). Consistent with our main hypothesis, we found that participants focused on women’s chests and waists more and faces less when they were appearance-focused (vs. personality-focused). Moreover, we found that this effect was particularly pronounced for women with high (vs. average and low) ideal body shapes in line with hypotheses. Finally, compared to female participants, male participants showed an increased tendency to initially exhibit the objectifying gaze and they regarded women with high (vs. average and low) ideal body shapes more positively, regardless of whether they were appearance-focused or personality-focused. Implications for objectification and person perception theories are discussed.  相似文献   

18.
The present case series with two patients explored whether virtual reality (VR) distraction could reduce claustrophobia symptoms during a mock magnetic resonance imaging (MRI) brain scan. Two patients who met DSM-IV criteria for specific phobia, situational type (i.e., claustrophobia) reported high levels of anxiety during a mock 10-min MRI procedure with no VR, and asked to terminate the scan early. The patients were randomly assigned to receive either VR or music distraction for their second scan attempt. When immersed in an illusory three-dimensional (3D) virtual world named SnowWorld, patient 1 was able to complete a 10-min mock scan with low anxiety and reported an increase in self-efficacy afterwards. Patient 2 received "music only" distraction during her second scan but was still not able to complete a 10-min scan and asked to terminate her second scan early. These results suggest that immersive VR may prove effective at temporarily reducing claustrophobia symptoms during MRI scans and music may prove less effective.  相似文献   

19.
The current research considered the effects of gaze direction on a fundamental aspect of social cogition: person memory. It was anticipated that a person's direction of gaze (i.e., direct or averted) would impact his or her subsequent memorability, such that recognition would be enhanced for targets previously displaying direct gaze. In Experiment 1, participants were presented with faces displaying either direct or averted gaze in a person-classification (i.e., conceptual) task. Then, in a surprise memory test, they were required to report whether a presented face had been seen before. As expected, a recognition advantage was observed for targets displaying direct gaze during the initial classification task. This finding was replicated and extended in a second experiment in which participants initially reported the spatial location (i.e., perceptual task) of each face. We consider the implications of these findings for basic aspects of social-cognitive functioning and person perception.  相似文献   

20.
In social interactions, interpersonal distance between interaction partners plays an important role in determining the status of the relationship. Interpersonal distance is an important nonverbal behavior, and is used to regulate personal space in a complex interplay with other nonverbal behaviors such as eye gaze. In social anxiety, studies regarding the impact of interpersonal distance on within-situation avoidance behavior are so far rare. Thus the present study aimed to scrutinize the relationship between gaze direction, sex, interpersonal distance, and social anxiety in social interactions. Social interactions were modeled in a virtual-reality (VR) environment, where 20 low and 19 high socially anxious women were confronted with approaching male and female characters, who stopped in front of the participant, either some distance away or close to them, and displayed either a direct or an averted gaze. Gaze and head movements, as well as heart rate, were measured as indices of avoidance behavior and fear reactions. High socially anxious participants showed a complex pattern of avoidance behavior: when the avatar was standing farther away, high socially anxious women avoided gaze contact with male avatars showing a direct gaze. Furthermore, they showed avoidance behavior (backward head movements) in response to male avatars showing a direct gaze, regardless of the interpersonal distance. Overall, the current study proved that VR social interactions might be a very useful tool for investigating avoidance behavior of socially anxious individuals in highly controlled situations. This might also be the first step in using VR social interactions in clinical protocols for the therapy of social anxiety disorder.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号