Virtual-Reality Distraction and Cold-Pressor Pain Tolerance: Does Avatar Point of View Matter?

Virtual-Reality Distraction and Cold-Pressor Pain Tolerance: Does Avatar Point of View Matter?
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DOI:
10.1089/cyber.2009.0263
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发表时间:
2010-10-01
影响因子:
6.6
通讯作者:
Jimeno, Monica
Jimeno, Monica
中科院分区:
心理学3区
文献类型:
--
作者:
Dahlquist, Lynnda M.;Herbert, Linda J.;Jimeno, Monica

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这项研究测试了使用虚拟现实(VR)技术分散注意力对年轻人急性疼痛耐受力的影响。41名年龄在18-23岁之间的本科生使用VR头盔、方向盘和脚踏板玩赛车视频游戏,同时暴露在非常冷的水中(冷加压器设置为1摄氏度)。测试了两种不同的游戏视角,假设它们会影响参与者在虚拟环境中感觉“存在”的程度:第一人称视角,参与者通过被操纵的游戏角色的眼睛看到虚拟环境;第三人称视角,参与者从远处观看游戏角色。将参与者在每种分心条件下耐受冷水暴露(疼痛耐受)的时间长度与基线(无分心)试验进行比较。受试者还评估了每次分心试验后他们在虚拟环境中感觉“存在”的程度。结果表明,参与者有显着更高的疼痛耐受性在两个VR分心条件相对于基线(无分心)试验。虽然参与者报告说,在第一人称条件下比第三人称条件下有更大的存在感,但与两种分心条件相关的疼痛耐受性评分没有差异。讨论了存在可能或多或少重要的VR应用类型。
This study tested the effects of distraction using virtual-reality (VR) technology on acute pain tolerance in young adults. Forty-one undergraduate students, aged 18-23 years, used a VR head-mounted display helmet, steering wheel, and foot pedal to play an auto racing video game while undergoing exposure to very cold water (cold pressor set at 1 degrees C). Two different game views were tested that were hypothesized to affect the degree to which participants felt "present'' in the virtual environment: a first-person view, in which the participant saw the virtual environment through the eyes of the game character being manipulated; and a third-person view, in which the participant viewed the game character from a distance. The length of time participants tolerated the cold-water exposure (pain tolerance) under each distraction condition was compared to a baseline (no distraction) trial. Subjects also rated the degree to which they felt "present'' in the virtual environment after each distraction trial. Results demonstrated that participants had significantly higher pain tolerance during both VR-distraction conditions relative to baseline (no distraction) trials. Although participants reported a greater sense of presence during the first-person condition than the third-person condition, pain-tolerance scores associated with the two distraction conditions did not differ. The types of VR applications in which presence may be more or less important are discussed.