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1.
荆伟  方俊明  赵微 《心理学报》2014,46(3):385-395
本文利用眼动追踪技术在基线、一致和矛盾3种实验条件下考察感知觉线索和社会性线索在自闭症谱系障碍儿童词语习得中的相对作用。行为数据结果表明, 此类儿童在矛盾条件下选择枯燥物体作为新异词语的所指对象, 这说明社会性线索较之于感知觉线索具有优势作用; 而他们在基线和一致条件下选择有趣物体作为新异词语的所指对象, 且一致条件的词语习得成绩优于基线条件, 这说明社会性线索较之于感知觉线索具有促进作用。眼动数据结果表明, 此类儿童在脸部注视模式和视线追随行为上与普通儿童存在差异。这说明, 虽然社会性线索在此类儿童与普通儿童的词语习得中具有相同的相对作用, 但他们获取社会性信息的方式与普通儿童存在差异。  相似文献   

2.
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   

3.
The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have an impact on presence. However, immersion was more relevant for non-emotional environments than for emotional ones.  相似文献   

4.
Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: (1) male-male dyads have larger IPDs than female-female dyads, (2) male-male dyads maintain less eye contact than female-female dyads, and (3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments.  相似文献   

5.
教师的眼神注视是在视频学习中重要但易被忽视的元素。以往理论存在两种对立的观点:其中准社会交往理论和社会代理理论支持教师的眼神注视促进学习; 而基于多媒体学习认知理论与认知负荷理论认为教师的眼神注视会阻碍学习效果。通过汇总以往实证研究得出如下结论:首先, 教师的眼神注视对学习效果具有小的促进效应, 即教师的眼神注视能够促进学习者的保持成绩(d保持 = 0.41)和迁移成绩(d迁移 = 0.39); 其次, 在主观体验上, 教师的眼神注视对准社会交往也具有小的促进效应(d准社会交往 = 0.35), 而教师的眼神注视对认知负荷影响十分微弱(d认知负荷 = -0.02); 最后, 在对学习材料的注意加工上, 教师的眼神注视总体上影响比较微弱(d注视时间 = 0.06, d首次注视时间 = -0.15)。未来研究需要对不同注视类型、先前知识经验、学习材料性质以及认知神经方法进一步探究。  相似文献   

6.
Previous studies comparing eye movements between humans and their closest relatives, chimpanzees, have revealed similarities and differences between the species in terms of where individuals fixate their gaze during free viewing of a naturalistic scene, including social stimuli (e.g. body and face). However, those results were somewhat confounded by the fact that gaze behavior is influenced by low-level stimulus properties (e.g., color and form) and by high-level processes such as social sensitivity and knowledge about the scene. Given the known perceptual and cognitive similarities between chimpanzees and humans, it is expected that such low-level effects do not play a critical role in explaining the high-level similarities and differences between the species. However, there is no quantitative evidence to support this assumption. To estimate the effect of local stimulus saliency on such eye-movement patterns, this study used a well-established bottom-up saliency model. In addition, to elucidate the cues that the viewers use to guide their gaze, we presented scenes in which we had manipulated various stimulus properties. As expected, the saliency model did not fully predict the fixation patterns actually observed in chimpanzees and humans. In addition, both species used multiple cues to fixate socially significant areas such as the face. There was no evidence suggesting any differences between chimpanzees and humans in their responses to low-level saliency. Therefore, this study found a substantial amount of similarity in the perceptual mechanisms underlying gaze guidance in chimpanzees and humans and thereby offers a foundation for direct comparisons between them.  相似文献   

7.
Virtual reality exposure therapy (VRET) developed using immersive or semi-immersive virtual environments present a usability problem for practitioners. To meet practitioner requirements for lower cost and portability VRET programs must often be ported onto desktop environments such as the personal computer (PC). However, success of VRET has been shown to be linked to presence, and the environment's ability to evoke the same reactions and emotions as a real experience. It is generally accepted that high-end virtual environments (VEs) are more immersive than desktop PCs, but level of immersion does not always predict level of presence. This paper reports on the impact on presence of porting a therapeutic VR application for schizophrenia from the initial research environment of a semi-immersive curved screen to PC. Presence in these two environments is measured both introspectively and across a number of causal factors thought to underlie the experience of presence. Results show that the VR exposure program successfully made users feel they were "present" in both platforms. While the desktop PC achieved higher scores on presence across causal factors participants reported they felt more present in the curved screen environment. While comparison of the two groups was statistically significant for the PQ but not for the IPQ, subjective reports of experiences in the environments should be considered in future research as the success of VRET relies heavily on the emotional response of patients to the therapeutic program.  相似文献   

8.
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   

9.
Gaze behaviour during space perception and spatial decision making   总被引:1,自引:0,他引:1  
A series of four experiments investigating gaze behavior and decision making in the context of wayfinding is reported. Participants were presented with screenshots of choice points taken in large virtual environments. Each screenshot depicted alternative path options. In Experiment 1, participants had to decide between them to find an object hidden in the environment. In Experiment 2, participants were first informed about which path option to take as if following a guided route. Subsequently, they were presented with the same images in random order and had to indicate which path option they chose during initial exposure. In Experiment 1, we demonstrate (1) that participants have a tendency to choose the path option that featured the longer line of sight, and (2) a robust gaze bias towards the eventually chosen path option. In Experiment 2, systematic differences in gaze behavior towards the alternative path options between encoding and decoding were observed. Based on data from Experiments 1 and 2 and two control experiments ensuring that fixation patterns were specific to the spatial tasks, we develop a tentative model of gaze behavior during wayfinding decision making suggesting that particular attention was paid to image areas depicting changes in the local geometry of the environments such as corners, openings, and occlusions. Together, the results suggest that gaze during a wayfinding tasks is directed toward, and can be predicted by, a subset of environmental features and that gaze bias effects are a general phenomenon of visual decision making.  相似文献   

10.
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   

11.
In a learning experiment 10 Ss as receivers judged looking signals of a sender. Providing feedback about the real direction of gaze produced learning in the direction of an improvement of discrimination performance; the improvement was independent of visual acuity of receivers and was not correlated to extraversion and neuroticism. Performance at the beginning was poorer and learning progress better for fixation points which were further away from the face. Results are discussed with reference to improving accuracy of observers on the variable ‘looking behavior’, important in studies on nonverbal communication. A pre-training of observers which allows explicit feedback about the real direction of gaze is proposed.  相似文献   

12.
Just and Carpenter (1980) presented a theory of reading based on eye fixations wherein their “psycholinguistic” variables accounted for 72% of the variance in word gaze durations. This comment raises some statistical and theoretical problems with their use of simultaneous regression analysis of gaze duration measures and with the resulting theory of reading. A major problem was the confounding of perceptual with psycholinguistic factors. New eye fixation data are presented to support these criticisms. Analysis of fixations within words revealed that most gaze duration variance was contributed by number of fixations rather than by fixation duration.  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.
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   

15.
Somersaults with or without twists are the most important elements in sports such as gymnastics or trampolining. Moreover, to perform elements with the highest possible difficulty gymnasts should show good form and execution during the flight phase. In order to ensure perfect body control and a safe landing, gaze behavior has been proven to be crucial for athletes to orientate in the air. As eye movement and head movement are closely coordinated, both must be examined while investigating gaze behavior. The aim of the current study is to analyze athletes' head motion and gaze behavior during somersaults with full twists. 15 skilled trampoline gymnasts performed back straight somersaults with a full twist (back full) on the trampoline. Eye movement and head movement were recorded using a portable eye-tracking device and a motion capture suit. The results indicate that gymnasts use the trampoline bed as a fixation point for orientation and control the back full, whereas the fixation onsets for athletes of a better performance class occur significantly later. A strong coordination between gymnasts' eye movement and head movement could be determined: stabilizing the gaze during the fixation period, the eyes move in combination with the head against the twisted somersault direction to counteract the whole body rotation. Although no significant differences could be found between the performance classes with regard to the maximum axial head rotations and maximum head extensions, there seems to be a trend that less skilled gymnasts need orientation as early as possible resulting in greater head rotation angles but a poorer execution.  相似文献   

16.
本研究采用眼动技术考察18名自闭症儿童利用社会性注意线索习得词语的能力。结果表明:1)自闭症儿童具有利用他人视线习得词语的能力;2)不同视线对自闭症儿童的词语习得产生不同的影响;3)自闭症儿童视线追随行为的潜在机制与普通儿童存在差异,自闭症儿童的视线追随行为可能是意识性的诱发行为而普通儿童则是反射性的自发行为。  相似文献   

17.
The perceptual span during normal reading extends approximately 14 to 15 characters to the right and three to four characters to the left of a current fixation. In the present study, we investigated whether the perceptual span extends farther than three to four characters to the left immediately before readers execute a regression. We used a display-change paradigm in which we masked words beyond the three-to-four-character range to the left of a fixation. We hypothesized that if reading behavior was affected by this manipulation before regressions but not before progressions, we would have evidence that the perceptual span extends farther left before leftward eye movements. We observed significantly shorter regressive saccades and longer fixation and gaze durations in the masked condition when a regression was executed. Forward saccades were entirely unaffected by the manipulations. We concluded that the perceptual span during reading changes, depending on the direction of a following saccade.  相似文献   

18.
Innovations in technology have led to the introduction of exercise devices that feature interactive virtual worlds, often referred to as exergames. Using the theory of model matching, this study seeks to determine if controller naturalness and perceived realism are predictors of immersion in an exercise-based virtual environment and, in turn, if perceived immersion is a predictor of enjoyment of this exercise experience. Participants rode a 3-mile virtual course on an Expresso HD upright bicycle and then reported their attitudes toward the experience. Findings suggest that extending the theory of mental models from traditional video game play to the study of certain exergame-based technologies is an appropriate application of the theory. Additionally, given the influence of immersion on the overall enjoyment of the fitness experience identified in this study, these findings also have implications for the development and use of exergames that are immersive, realistic, and utilize naturalistic controllers to promote commitment to physical activity.  相似文献   

19.
This brief report presents an experiment testing the effect of immersion on emotional responses and cognitive genre categorisation of film viewers. Immersion of a film presentation was varied by presenting an animated movie either in a 3D-viewing condition (low immersive condition) or in a CAVE condition (high immersive condition, comparable to virtual reality experience). Viewers rated their emotions and categorised the movies into four basic film genres (action, drama, comedy, and non-fiction). Two distinct types of emotion were measured: Fictional World emotions (e.g., sadness) in response to the presented fictional events and Artefact emotions in response to the film as an artefact (e.g., fascination). Results showed that stronger immersion led to more intense emotions but did not influence genre categorisation. In line with expectations, both types of emotional response were intensified by high immersion. The results are explained by suggesting that highly immersive cinema has its impact on a basic dimension of emotion, namely arousal that underlies both types of emotions.  相似文献   

20.
The concept of presence, or “being there” is a frequently emphasized factor in immersive mediated environments. It is often assumed that greater levels of immersive quality elicit higher levels of presence, in turn enhancing the effectiveness of a mediated experience. To investigate this assumption the current meta-analysis synthesizes decades of empirical research examining the effect of immersive system technology on user experiences of presence. Aggregating 115 effect sizes from 83 studies, it finds that technological immersion has a medium-sized effect on presence. Additionally, results show that increased levels of user-tracking, the use of stereoscopic visuals, and wider fields of view of visual displays are significantly more impactful than improvements to most other immersive system features, including quality of visual and auditory content. These findings are discussed in light of theoretical accounts of the presence construct as well as practical implications for design.  相似文献   

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