重温海德和西梅尔实验,在虚拟现实中进行社会意义赋值
Carlos Marañes1, Diego Gutierrez1, Ana Serrano2
1Universidad de Zaragoza, I3A, Zaragoza, Spain.
Scientific reports
|July 24, 2024
概括
虚拟现实 (VR) 与2D显示器相比,增强了与简单动画的情感联系和参与,尽管情节感知仍然相似. 这项研究探讨了沉浸式环境中的社会认知.
科学领域:
- 认知心理学 认知心理学
- 人与计算机的交互
- 虚拟现实研究 虚拟现实研究
背景情况:
- 海德-西梅尔实验 (1944) 证明了人类倾向于将社会意义归因于抽象动画的倾向.
- 虚拟现实 (VR) 提供沉浸式体验,有可能改变感知和参与.
- 在VR中复制经典的心理实验可以揭示对人类认知的新见解.
研究的目的:
- 调查海德-西梅尔效应是否在虚拟现实 (VR) 环境中持续存在.
- 为了比较2D显示器和VR之间的用户体验和视觉行为,用于抽象动画.
- 探索VR对社会认知,情感联系和对几何形状的参与的影响.
主要方法:
- 在传统的2D显示器上复制了Heider-Simmel实验,并在VR中使用头戴式显示器 (HMD).
- 通过问卷收集主观数据,通过眼球追踪收集客观数据.
- 提出并利用了用于分析视觉行为的新指标.
主要成果:
- 使用VR的参与者与使用2D显示器的人相比,与动画形状的情感联系更强.
- 眼睛跟踪数据显示,VR用户的视线转移减少,这表明对动画的参与度更高.
- 在VR和2D组之间,在情节或角色感知准确度方面没有发现显著差异.
结论:
- 虚拟现实增强了对抽象动画的情感反应和视觉参与,将海德-西梅尔效应扩展到沉浸式环境中.
- 虽然情感和参与方面有所不同,但对叙事和角色的基本解释在2D和VR之间仍然是一致的.
- 这些发现对心理学研究有意义,特别是在理解VR环境中的社会认知和情绪方面.
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