Jove
Visualize
联系我们
JoVE
x logofacebook logolinkedin logoyoutube logo
关于 JoVE
概览领导团队博客JoVE 帮助中心
作者
出版流程编辑委员会范围与政策同行评审常见问题投稿
图书馆员
用户评价订阅访问资源图书馆顾问委员会常见问题
研究
JoVE JournalMethods CollectionsJoVE Encyclopedia of Experiments存档
教育
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab Manual教师资源中心教师网站
使用条款与条件
隐私政策
政策

相关概念视频

Self-Schemas02:16

Self-Schemas

32.3K
In general, a schema is a mental construct consisting of a cluster or collection of related concepts (Bartlett, 1932). There are many different types of schemata, and they all have one thing in common: schemata are a method of organizing information that allows the brain to work more efficiently. When a schema is activated, the brain makes immediate assumptions about the person or object being observed.
32.3K
Self-Evaluation: Self-Enhancement and Self-Verification03:00

Self-Evaluation: Self-Enhancement and Self-Verification

5.3K
Social psychologists have documented that feeling good about ourselves and maintaining positive self-esteem is a powerful motivator of human behavior (Tavris & Aronson, 2008). In the United States, members of the predominant culture typically think very highly of themselves and view themselves as good people who are above average on many desirable traits (Ehrlinger, Gilovich, & Ross, 2005). Often, our behavior, attitudes, and beliefs are affected when we experience a threat to our...
5.3K
Social Scripts02:10

Social Scripts

9.9K
People tend to know what behavior is expected of them in specific, familiar settings. A script is a person’s knowledge about the sequence of events expected in a specific setting (Schank & Abelson, 1977). Essentially, scripts are a particular kind of schema, one containing default values for the features within an event. In the restaurant example, the script's features include the props (e.g., tables, menu, food, and money), the roles to be played (e.g., customer and waiter),...
9.9K
Self-Presentation: Self-Monitoring and Self-Handicapping02:05

Self-Presentation: Self-Monitoring and Self-Handicapping

40.2K
People can go to great lengths to protect their self-image and present themselves in ways that they want others to see them. Sociologist Erving Goffman presented the idea that a person is like an actor on a stage. Calling his theory dramaturgy, Goffman believed that we use “impression management” to present ourselves to others as we hope to be perceived. Each situation is a new scene, and individuals perform different roles depending on who is present (Goffman, 1959). Think about...
40.2K
The Sense of Self: Reflected Self-Appraisal and Social Comparison02:57

The Sense of Self: Reflected Self-Appraisal and Social Comparison

51.4K
According to Charles Cooley, we base our image on what we think other people see (Cooley 1902). We imagine how we must appear to others, then react to this speculation. We don certain clothes, prepare our hair in a particular manner, wear makeup, use cologne, and the like—all with the notion that our presentation of ourselves is going to affect how others perceive us. We expect a certain reaction, and, if lucky, we get the one we desire and feel good about it. But more than that, Cooley...
51.4K

您也可能阅读

相关文章

通过共同作者、期刊和引用图与本文相关的文章。

排序
Same author

Mastery Learning Improves Performance on Complex Tasks on PCP Literacy Test.

IEEE computer graphics and applications·2026
Same author

Grand Challenges in Cross Reality.

IEEE transactions on visualization and computer graphics·2026
Same author

Crowdsourcing enables robust cell annotation for breast cancer pathology.

Scientific reports·2026
Same author

Optimal Raycast Selection Feedback in VR for Older Adults: A Design and Analysis Study.

IEEE transactions on visualization and computer graphics·2026
Same author

XR Intergenerational Exergaming: Exploring the Complementary Roles of VR, MR, and Environmental Context.

IEEE transactions on visualization and computer graphics·2026
Same author

NoctuaXR: Enhancing Video See-Through Perception for XR in Low-Light Environments with Real-Time Ambient-Aware Adaptation.

IEEE transactions on visualization and computer graphics·2026

相关实验视频

Updated: Sep 12, 2025

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
06:53

Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation

Published on: March 1, 2017

13.4K

在教育游戏中虚拟自我表现的设计考虑因素

Melissa T Kronenberger, Hai-Ning Liang, Christos Mousas

    IEEE computer graphics and applications
    |August 8, 2025
    PubMed
    概括

    化身设计显著影响教育游戏的有效性. 抽象的化身有助于扎的玩家,而可联系的角色模型可以增强其他人的参与,优化学习体验.

    科学领域:

    • 教育技术的教育技术
    • 人与计算机的交互
    • 游戏设计 游戏设计

    背景情况:

    • 虚拟的自我代表,或化身,是教育游戏不可或缺的一部分.
    • 他们的设计元素在优化学习成果时经常被忽视.
    • 了解avatar的影响对于有效的教育游戏开发至关重要.

    研究的目的:

    • 探索各种化身设计特征如何影响教育游戏的有效性.
    • 调查化身声音,颜色和表现在玩家参与中的作用.
    • 为了确定最佳的化身类型,不同的玩家场景,包括斗争.

    主要方法:

    • 对化身设计元素的分析:声音,颜色和人口代表性.
    • 检查玩家与化身身份的识别.
    • 结果与抽象对比的人类化身在特定环境中的结果的比较.

    主要成果:

    • 阿凡达的声音影响了玩家的识别和参与.
    • 颜色选择可以支持或损害教育内容.
    • 具有相似的种族和性别背景的数字角色模型增加了互动.
    • 当玩家在斗争时,抽象化身比人形化身更有好处.

    更多相关视频

    The HoneyComb Paradigm for Research on Collective Human Behavior
    06:48

    The HoneyComb Paradigm for Research on Collective Human Behavior

    Published on: January 19, 2019

    9.5K
    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
    06:28

    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants

    Published on: August 26, 2018

    6.1K

    相关实验视频

    Last Updated: Sep 12, 2025

    Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation
    06:53

    Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation

    Published on: March 1, 2017

    13.4K
    The HoneyComb Paradigm for Research on Collective Human Behavior
    06:48

    The HoneyComb Paradigm for Research on Collective Human Behavior

    Published on: January 19, 2019

    9.5K
    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
    06:28

    A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants

    Published on: August 26, 2018

    6.1K

    结论:

    • 化身设计是教育游戏成功的关键因素.
    • 根据玩家的需求和背景调整化身特征可以提高学习效果.
    • 战略化身设计可以改善玩家互动和教育成果.