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1.
The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.  相似文献   

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Difference to Inference is an on-line JAVA program that simulates theory testing and falsification through research design and data collection in a game format. The program, based on cognitive and epistemological principles, is designed to support learning of the thinking skills underlying deductive and inductive logic and statisticalreasoning. Difference to Inference has database connectivity so that game scores can be counted as part of course grades.  相似文献   

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Technologies are being used increasingly to aid psychotherapy and are becoming an integral part of mental health treatment. Although prior studies compared technology-aided psychotherapy (TAP) to traditional treatments, there are insufficient studies of the impact that specific design parameters and use of the technologies may have on the client and therapist, and treatment outcomes. This requires an understanding of human–technology interaction, which is the focus of the field of Human Factors and Ergonomics (HF/E). The goal of this article is to raise awareness of the importance of the human–technology interaction in TAP, and to foster collaborations between psychotherapists and HF/E professionals. Toward these aims, this article examines the implications of findings in HF/E for the use of technologies (videoconferencing, text-based communication, and virtual environments) in psychotherapy. It is suggested that the manner in which technologies are designed and used may have important effects on the therapeutic alliance and treatment outcomes, and in some cases (side effects of virtual reality) the health and safety of the client. Future research should examine effects of specific design factors on treatment including variables such as the visibility of gestures and degree of eye contact during videoconferencing, response delays during text-messaging, and presence and adverse effects when using virtual environments. Studies that compare TAP to traditional methods should report as much detail as possible about the human–technology interaction. It is essential that psychotherapists and HF/E professionals conduct research collaboratively to develop effective and innovative technologies and, ultimately, design principles for TAP.  相似文献   

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情感计算是人工智能的前沿领域之一,建立具有情绪表现力的人机智能系统具有广泛的社会需求。本文分析了基于情绪认知评价理论的情绪建模方法,总结了典型的虚拟人情绪计算模型,归纳了情绪和感知的相关成果,梳理了虚拟人情绪表现方法。针对情绪建模所要深入研究的问题,分析现有研究中存在的不足,对虚拟人情绪模型研究的未来发展方向提出了建议,为进一步深入研究虚拟人情绪模型提供了参考。  相似文献   

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In this paper, we discuss the process of generating prosody on-line while reading a sentence orally. We report results from two studies in which eye-voice span was measured while subjects read aloud. In study one, the average eye-voice span for simple texts was only about 2.5 characters. In study two, the eye-voice span was also about 2.5 characters even when the subjects read garden-path sentences which required reanalysis during processing. That the readers looked only a few characters ahead before reading aloud suggests that the prosody which they generate is not based on a global syntactic analysis, but instead reflects only limited, local syntactic information. The subjects, therefore, make errors and repairs when this locally determined prosody obviously contradicts the meaning of the sentence.Part of the research reported in this paper was done while the second author was an invited researcher at NTT Basic Research Labs, and the research was partially funded by grants from NSF (SBR-9357983) and NIMH (R29-MH-51655) to the second author. We thank Naotake Kanbe, Kazuhiko Kakehi, and Mary Beckman for their valuable comments.  相似文献   

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This research experimentally investigated whether virtual reality experience can prompt greater empathy and whether greater engagement with a virtual reality connects this virtual reality experience to empathy. Randomly assigned participants viewed a documentary featuring a young girl living in a refugee camp either in a virtual reality format or in a control two-dimensional format. Results indicated that the virtual reality experience resulted in greater engagement and a higher level of empathy for the refugee girl compared to the control condition. Greater engagement was a process connecting the virtual reality experience to empathy. Virtual reality has the potential to influence interpersonal emotions such as empathy.  相似文献   

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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   

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The purpose of the current research is to study the virtual presentation of self in on-line profiles, specifically within a deviant subculture. The study explores the social construction of deviant identities using the on-line community of “swingers.” Our research explored what self-presentation strategies are employed by participants in their profiles to develop credibility to attract others to their profiles and what major concerns, expectations, and values characterize the profiles of the on-line swinger community. Most on-line profiles focus on developing credibility. We used Aristotle's notions of goodwill, practical intelligence, and virtue to categorize the specific means used in profiles to develop credibility.  相似文献   

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Lothar Schfer 《Zygon》2006,41(3):573-582
Abstract. I respond to Ervin Laszlo's suggestions and criticism regarding my essay in this issue of Zygon. Virtual atomic orbitals are used as a model to illustrate the existence of a general realm of potentiality in physical reality from which the actual world emanates. Laszlo's suggestions for “paradigm repair” are supported and accepted as essentially being in agreement with my intentions and as offering highly useful clarifications. I compare virtual states to historic ideas of forms as metaphysical principles of being that inspire thoughts regarding the actions of a Cosmic Consciousness in the processes of the universe. Metaphysical and theological interpretations of the results of scientific research are defended, provided that they are not used to interfere a priori with the technical program of scientific research.  相似文献   

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虚拟现实技术通过提供视觉、听觉和触觉等信息为用户创造身临其境的感知体验, 其中触觉反馈面临诸多技术瓶颈使得虚拟现实中的自然交互受限。基于多感官错觉的伪触觉技术可以借助其他通道的信息强化和丰富触觉感受, 是目前虚拟现实环境中优化触觉体验的有效途径。本文聚焦于触觉中最重要的维度之一——粗糙度, 试图为解决虚拟现实中触觉反馈的受限问题提供新思路。探讨了粗糙度感知中, 视、听、触多感觉通道整合的关系, 分析了视觉线索(表面纹理密度、表面光影、控制显示比)和听觉线索(音调/频率、响度)如何影响触觉粗糙度感知, 总结了当下调控这些因素来改变粗糙度感知的方法。最后, 探讨了使用伪触觉反馈技术时, 虚拟现实环境中视、听、触觉信息在呈现效果、感知整合等方面与真实世界相比可能存在的差异, 提出可借鉴的改善触觉体验的适用方法和未来待研究的方向。  相似文献   

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虚拟空间的特点之一是具有不连续性, 即在无连接型建筑单元的情况下各个单体间可直接通达的特性。本研究对人在不连续的虚拟空间中的再定向能力进行了探究, 将人类空间再定向能力的研究从现实空间延伸到了虚拟空间, 并研究了人在不同虚拟现实设备中的行为表现差异。结果表明, 人在不连续的虚拟空间中能完成再定向任务, 而虚拟空间中建筑单元的几何信息对人在不连续虚拟空间中的再定向表现无显著影响, 但被试在桌面式虚拟现实中的成绩显著高于在头盔式虚拟现实中的成绩。这些结果表明了人对不连续的虚拟空间的适应性。  相似文献   

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Three experiments tested whether the manner in which attitudes are created—through on-line or memory-based processing—can impact the resultant strength of those attitudes. In each study, participants were presented with 20 behavioral statements about a person named Marie. Whereas some participants were asked to continually evaluate Marie based upon each sentence and then report their overall evaluation (on-line processing), others were asked to focus on the sentence structure and to evaluate Marie only after they had read all the sentences (memory-based processing). Even when controlling for attitude accessibility, attitudes created through on-line processing were stronger than attitudes created through memory-based processing: Experiment 1 showed that participants in the on-line condition felt more certain of their attitudes, Experiment 2 showed that on-line attitudes were better predictors of participants’ evaluative preferences, while Experiment 3 showed that on-line attitudes manifested stronger attitude-behavioral intention correspondence.  相似文献   

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The use of virtual reality as a training mechanism continues to gain popularity as equipment becomes more readily available. It is important to not only understand the relationship between virtual reality training and motor learning, but to understand the extent to which practice manipulations enhance performance in virtual reality. One common practice manipulation is adopting an external focus of attention, which has been shown to facilitate motor learning in a variety tasks. The purposes of the present study were to investigate the effectiveness of an external focus of attention and the effects of target occlusion times in virtual reality. Fifty-six participants performed a single-leg long jump during baseline, training, and retention and were randomly assigned to either an external or control group. During baseline and retention, all participants performed the task in both a virtual reality (VR) and real world (RW) environments. Training was all done in VR where participants were provided an external focus cue or no cue. Results revealed that individuals jumped significantly further in RW than VR in both baseline and retention (p < .001). During training, the external group jumped significantly further than control (p < .05). These results suggest that the adoption of an external focus improves performance during training. However, we did not see a benefit of an external focus in retention. These findings should be taken into consideration when using virtual reality as a training tool when performance must be transferred to a real world environment.  相似文献   

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Freud was conflicted in relation to his religious background. On the one hand, he was very clear on his adherence to a scientific Weltanschauung. On the other, he was fascinated by the Moses figure and one may see a Judaist structure in his way of thinking. The aim of this paper is to reflect on this conflict and the question of faith in psychoanalysis. After looking at object and method in religion and psychoanalysis, the authors go into the concept of ‘psychic reality’ and its change in the history of psychoanalysis. Through an analysis of Freud’s A Disturbance of Memory on the Acropolis and the function of literature, it is claimed that faith may be seen as a condition for the sense of experiential reality.  相似文献   

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Psychophysical functions for perceived roughness, relating ln (magnitude estimate of roughness) to ln (groove width), were obtained for blind and sighted participants in virtual reality using the PHANToM force feedback device. The stimuli were sinusoidal surfaces with groove widths between 0.675 mm and 20.700 mm. Group functions showed a similar nonlinearity to those obtained in physical reality using rigid probes (Klatzky, Lederman, Hamilton, Grindley, & Swendsen, 2003; Lederman, Klatzky, Hamilton, & Ramsay, 1999). Individual functions gave a different picture. Of 23 total participants, there were 13 with wholly descending linear psychometric functions, 7 with quadratic functions similar to the group function, and 3 with anomalous functions. Individual power law exponents showed no significant effects of visual status. All analyses gave a power law exponent close to -0.80. The implications for theories of roughness, methodologies of data analysis, and the design of haptic virtual reality interfaces are considered.  相似文献   

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We argue that moral judgment studies currently conducted utilizing virtual reality (VR) devices must confront a dilemma as a result of how virtual environments are designed and how those environments are experienced. We first begin by describing the contexts present in paradigmatic cases of naturalistic moral judgments. We then compare these contexts to current traditional (vignette-based) and VR-based moral judgment research. We show that, contra to paradigmatic cases, vignette-based and VR-based moral judgment research often fails to accurately model the situational features of paradigmatic moral judgments. In particular, we compare and contrast six recent VR studies to support our view that only simulations high in context-realism and perspectival-fidelity can produce “virtually-real experiences.” After analyzing the constituents of a virtually-real experience, we go on to propose guidelines for the creation of VR studies. These guidelines serve two purposes. First, we aim to increase the ecological validity of such studies to advance our understanding of moral judgments. Second, we believe that such guidelines should inform how Institutional Review Boards assess VR research. We show that our guidelines are urgently needed, given the current lax review standards in place.  相似文献   

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Augmented reality (AR) refers to the introduction of virtual elements in the real world. That is, the person is seeing an image composed of a visualization of the real world, and a series of virtual elements that, at that same moment, are super-imposed on the real world. The most important aspect of AR is that the virtual elements supply to the person relevant and useful information that is not contained in the real world. AR has notable potential, and has already been used in diverse fields, such as medicine, the army, coaching, engineering, design, and robotics. Until now, AR has never been used in the scope of psychological treatment. Nevertheless, AR presents various advantages. Just like in the classical systems of virtual reality, it is possible to have total control over the virtual elements that are super-imposed on the real world, and how one interacts with those elements. AR could involve additional advantages; on one side it could be less expensive since it also uses the real world (this does not need to be modeled), and it could facilitate the feeling of presence (the sensation of being there), and reality judgment (the fact of judging the experience as real) of the person since the environment he or she is in, and what he or she is seeing is, in fact the "reality." In this paper, we present the data of the first case study in which AR has been used for the treatment of a specific phobia, cockroaches phobia. It addresses a system of AR that permits exposure to virtual cockroaches super-imposed on the real world. In order to carry out the exposure, the guidelines of Ost with respect to "one-session treatment" were followed. The results are promising. The participant demonstrated notable fear and avoidance in the behavioral avoidance test before the treatment, and not only was an important decrease in the scores of fear and avoidance observed after the treatment, but also the participant was capable of approaching, interacting, and killing live cockroaches immediately following the treatment. The results are maintained in a follow-up conducted 1 month after the termination of the treatment.  相似文献   

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虚拟现实、远程操作、远程通信等系统环境一般称为合成环境。合成环境的特点是用户将以计算机为媒介与物理上与他分离的环境进行交互。远程临境感是用户将自我知觉移入以计算机为媒介的环境中时出现的一种体验。本文论述了有关合成环境中的远程临境感的人因素设计观点,实现远程临境感的重要技术,以及关于远程临境感的将来研究。  相似文献   

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