Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters

Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parameters
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别担心,快乐——利用虚拟环境诱发通过主观量表和心率参数测量的情绪状态

DOI:
10.1109/vr50410.2021.00094
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发表时间:
2021
期刊:
2021 IEEE Virtual Reality and 3D User Interfaces (VR)
影响因子:
--
通讯作者:
Sebastian Möller
Sebastian Möller
中科院分区:
--
文献类型:
--
作者:
Jan;R. Spang;Tanja Kojić;Luis Meier;M. Vergari;Sebastian Möller

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虚拟现实 (VR) 设备的先进技术和更高的可用性激发了其在各个研究领域的应用。例如,与健康相关的研究表明,虚拟现实中模拟的自然环境可以减少唤醒并提高效价水平。这项研究调查了可能的互动量如何影响自然环境中的存在以及对唤醒和效价的影响。通过 VR 恐怖游戏诱发恐惧(高唤醒度和低效价)后,测试了参与者在没有互动、有限互动或广泛互动的情况下玩 VR 性质的游戏时如何恢复。通过成功的操纵检查,恐怖游戏被证明是诱导高唤醒和低效价的有效刺激。 Igroup 存在感问卷 (IPQ) 分数显示,与虚拟环境的更多互动可以增加空间存在感。体验自然也有有益的效果。自我评估模型问卷 (SAM) 效价评分结果表明,与对照组相比,广泛和有限互动的条件显着增加。与恐怖游戏后的收视率相比,VR Nature 体验确实显着降低了兴奋度并提高了效价。生理反应支持这一发现。这些结果可以提高与健康相关的 VR 应用程序的有效性,通过实施大量交互从而增加空间临场感,或者采取相反的做法并完全省略任何交互,从而提高情绪水平。
Advancing technology and higher availability of Virtual Reality (VR) devices sparked its application in various research fields. For instance, health-related research showed that simulated nature environments in VR could reduce arousal and increase valence levels. This study investigates how the amount of possible interactivity influences the presence in nature environments and consequences on arousal and valence. After inducing fear (high arousal and low valence) through a VR-horror game, it was tested how participants recovered if they played a VR-nature game with either no, limited, or extensive interaction. The horror game proved to be a valid stimulus for inducing high arousal and low valence with a successful manipulation check. Igroup presence questionnaire (IPQ) scores showed that more interaction with the virtual environment increases spatial presence. A beneficial effect of experiencing nature can also be concluded. Results from the Self-Assessment Manikin questionnaire (SAM) scores for valence indicate a significant increase in the conditions with extensive and limited interaction compared to the control group. The VR Nature experience did significantly decrease arousal and increase valence compared to the post-horror game ratings. The physiological responses support this finding. These results can increase the effectiveness of health-related VR-applications to elevate mood levels by either implementing plenty of interactions and consequently increasing spatial presence or doing the opposite and leaving out any interactions at all.
DOI: 10.1016/0005-7916(94)90063-9
发表时间: 1994-03-01
影响因子: 1.8
作者:
BRADLEY, MM;LANG, PJ
通讯作者: LANG, PJ