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1.
Recent reviews point towards that Virtual Reality Exposure Therapy (VRET) can be an effective medium to provide exposure therapy for anxiety disorders. The concept of presence, usually defined as the sense of being inside the virtual environment, has been considered the principal mechanism that leads to the experience of anxiety in clinical virtual environments. The present study sought to examine the relationship between sense of presence and in-session anxiety in a sample of 210 students showing high and low test anxiety when exposed to both clinical and non-stressful virtual environments. This is the largest study conducted to date with the aim of examining the relationship between presence and anxiety in clinical virtual environments, and the first to explore separately the relationship between presence and state-anxiety in phobic and non-phobic participants. The results suggest that presence was not related to anxiety in a non-stressful environment. It was also found that although presence is related to anxiety in both groups of students when exposed to clinical virtual environments, this relationship was clearly stronger for high test anxiety students. This line of research will broaden our understanding of the mechanisms that lead to the efficacy of VRET.  相似文献   

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Several factors contribute to an individual’s experiences in computer-based environments. Previous research shows one such factor, the degree to which users feel connected to a virtual environment, influences the actions of individuals within the environment ( and ). Additional factors, such as people’s personality and the personality of their avatar, influence behaviors in virtual environments (McCreery, Krach, Schrader, & Boone, 2012). The current study focused on the role of presence as it affects behavior within the virtual environment. Presence has been defined as the psychological state where virtual experiences feel authentic. However, the degree to which presence acts as a mediating variable in virtual environments is not well understood. The current study employed a combination of survey instruments and direct observation to explore the relationships among personality of self and avatar, presence, and behaviors within a virtual environment. Findings indicated that participant scores in the domain of agreeableness were a significant predictor of agreeable behavior in the virtual environment. However, with the exception of negative effects (e.g., dizziness), presence does not appear to influence behavior. Overall implications for these findings are discussed.  相似文献   

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Sense of virtual community (SOVC) reflects the feeling that individual members have of belonging to an online social group. Yet there is a lack of investigation focusing on its individual-level antecedents. We argue that in order to enhance understanding of how SOVC develops we first need to distinguish between the individual expectations, actions, and the resulting community-related feelings. Drawing upon the uses and gratifications approach, we explore the community members’ expected benefits, their linkages with different types of community participation and consequently with the experienced SOVC. We tested the hypotheses on a sample of 395 members of a virtual community hosted by a Finnish business newspaper. The findings suggest that both forms of participation – reading and posting messages – have a positive impact on SOVC, but the expected benefits differ. Participation by reading messages is mainly driven by the expectation of cognitive benefits, while posting messages seems to be largely driven by the anticipation of both social and personal integrative benefits. Our study contributes by providing a refined SOVC conceptualization and operationalization for virtual-community research, and by opening up the individual-level actions that build up a sense of virtual community.  相似文献   

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This paper proposes a notion of presence which overcomes its strict interpretation in terms of physical projection and perception, and interprets the sense of being there as the understanding of the meaning of what is going on there. The domain of control environments is considered to illustrate this point and to propose technological solutions combining principles and techniques taken from Artificial Intelligence and Computer Supported Cooperative Work to enhance the interpretation and cooperation capabilities of the involved actors.  相似文献   

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People experience different levels of presence (e.g.  and ), and different levels of cybersickness (Sharples, Cobb, Moody, & Wilson, 2008) even though they are immersed in the same virtual environment setting. In the current study, we raised the question how differences in individual characteristics might relate to differences in sensed presence for a virtual environment related to public speaking. The individual characteristics included in the experiment were related to visual abilities, personality traits, cognitive styles, and demographic factors. We recruited 88 participants, who were first immersed in a non-stereoscopic neutral environment, and then in a public speaking world: once with stereoscopic rendering and once without stereoscopic rendering, in a counter-balanced order. The results showed that immersive tendency and monocular visual ability were significantly correlated with presence and these correlations were consistent among the three virtual environments. Immersive tendencies and its subscale “involvement” were also found to be significantly correlated with cybersickness in all three worlds. Screening people on these variables may help to recognize the users who are more likely to benefit from virtual reality applications and may help to reduce the number of dropouts during virtual reality exposure therapy.  相似文献   

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This study is the first to investigate the connection between attachment categories and presence in Virtual Reality (VR) environments. Participants (99) completed an attachment questionnaire, experienced Virtual Reality Exposure (VRE) in a virtual airplane, and completed a presence questionnaire. Twenty-seven participants neglected to look at the virtual window, and reported lower levels of presence. A significant negative correlation between presence and avoidance was found. The correlation between presence and anxiety was not significant. Ethnicity (Jewish/non-Jewish) was found to be an intervening variable. A significant difference between levels of presence of attachment categories was found for participants who viewed the window: those in the Safe category reported the highest levels of presence, followed by the Anxious-Ambivalent group, the Dismissive-Avoidant group, and finally the Fearful-Avoidant group. Our results suggest there is a connection between one’s avoidance level and his/her attachment type and ability to experience the VRE as real and vivid.  相似文献   

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A sense of presence is one of the critical components required by any effective virtual environment (VE). In contrast, side effects such as sickness may be produced in some virtual environments, detracting from the enjoyment or usefulness of the VE and from subsequent performance of the participant. Both presence and sickness in virtual environments are multifactorial phenomena not easily amenable to understanding or measurement. The first experiment reported here compares use of direct performance measures and rating scales to assess presence, whilst varying the VE display medium (head mounted and desktop displays) and whether or not sound was used in the VE. The second experiment addresses associations between presence, sickness and enjoyment of virtual environment participation. There was enough comparability between a reflex response within the VE and the rating scales to justify future exploration of the former measure of presence. A number of explanations are given for the partial association found between presence and sickness.  相似文献   

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The present paper is a review of the role of individual factors in Spatial Presence. If Spatial Presence is a subjective mental phenomenon psychological factors must have an important role on it. Our review shows that, even though many authors claim about the need for a better understanding about this relation, empirical evidence is still very limited. Personality-related factors as absorption, and the capability to be immersed show to have an influence on the sense of Presence. Additional evidence is needed for the role of such factors as extraversion/introversion. Evidence of the impact of cognitive abilities on Presence in complex media environments is greatly indirect, and based on studies investigating the effect of those cognitive abilities on situation awareness and task performance. The role of practice and demographic factors is also considered.  相似文献   

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Immersion in a digital virtual environment (DVE) increases the likelihood that individuals will feel present in the DVE and hence respond as they would in a similar physically grounded environment. Previous research utilizing high-fidelity technology has demonstrated that by starting a virtual experience in a virtual replica of the immediate physical environment, presence is increased. The purpose of this study was to determine whether utilizing such a transitional environment to increase presence could be replicated on a significantly less immersive system—a 2D desktop monitor with mouse and keyboard for navigation. Participants began their DVE experience either in a “preamble” DVE made to look like the surrounding physical laboratory space, or in a novel DVE (i.e., a house). Then, they were given verbal instructions to leave their respective environments and told to go up a set of stairs to explore a museum. Afterward, they reported levels of immersion and presence in the latter DVE. Results demonstrated that entering a target DVE via a familiar “preamble” environment increased perceptions of reality judgment of the virtual experience, perceptions of possibility to act, and levels of presence. These results suggest that incorporating a familiar digital preamble environment as a prelude to the target DVE enables DVE designers and enthusiasts to increase presence without having to invest in more expensive hardware, but it could also augment existing immersive technology. Their efficacy may be because they offer a gradual transition into the virtual world, such that the familiarity eases users into the novel experience.  相似文献   

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We report an investigation exploring the effect of avatar gender on the anxiety level caused by personal space (PS) invasion in desktop collaborative virtual environments (DCVE). We outline an experiment in which participants, of both genders, whose avatars PS were invaded by other avatars of either gender, reported their anxiety levels through the use of a post-experiment questionnaire. The data from the questionnaire are analysed and discussed. The results suggest that the combination of the gender of the invading avatar and the avatar being invaded has an influence on the PS invasion anxiety level and that the ranking of gender combination groups has a striking difference from those observed for PS invasion in physical environments. Results also show that the participants in general did not register high anxiety, contrary to what one might expect from personal space invasion in the physical world.
David MooreEmail: Phone: +44-113-2832600Fax: +44-113-2833182
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A particular affordance was used as a potential candidate for behavioral assessment of physical presence in virtual environments. The subjects’ task was to walk through a virtual aperture of variable widths. In the case of presence, the subjects’ body orientation, while walking, was hypothesized to be adapted to the width of the aperture and to their own shoulder width. Results show that most subjects adapted their behavior to both their body architecture and the virtual width constraints. These subjects exhibited a behavioral transition from frontal walking to body rotation while walking through broad to narrow apertures. The same behavioral transition has already been documented in real environments (Warren and Whang in J Exp Psychol Human Percept Perform 13(3):371–383, 1987). This behavioral adjustment is thus assumed to be an objective indication of presence. Beyond these results, the present study suggests that every afforded action could be a potential tool for sensorimotor assessment of physical presence. Parts of this research have been first presented at the 11th Annual International Workshop of Presence, Padova, Italy, 16-18 October 2008.  相似文献   

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Collaborative virtual environments (CVEs) are 3D spaces in which users share virtual objects, communicate, and work together. To collaborate efficiently, users must develop a common representation of their shared virtual space. In this work, we investigated spatial communication in virtual environments. In order to perform an object co-manipulation task, the users must be able to communicate and exchange spatial information, such as object position, in a virtual environment. We conducted an experiment in which we manipulated the contents of the shared virtual space to understand how users verbally construct a common spatial representation of their environment. Forty-four students participated in the experiment to assess the influence of contextual objects on spatial communication and sharing of viewpoints. The participants were asked to perform in dyads an object co-manipulation task. The results show that the presence of a contextual object such as fixed and lateralized visual landmarks in the virtual environment positively influences the way male operators collaborate to perform this task. These results allow us to provide some design recommendations for CVEs for object manipulation tasks.  相似文献   

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Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.  相似文献   

17.
The increasing use of virtual reality (VR) environments in different domains of research and psychotherapy offers advantages over traditional treatment approaches. However, in order to feel immersed and involved by the VR experience, participants require VR scenarios that promote the subjective feeling of “being there,” i.e., presence. The most utilized mean of operationalization of presence is through self-report scales and questionnaires. This article aims to report the translation and adaptation of the presence questionnaire (PQ) into Brazilian Portuguese, comparing the factorial distribution of the adapted version with the original PQ. Translation and back-translations were conducted by a team of Brazilian psychologists and computer science professionals with experience on the field. Participants (n = 100) answered the Brazilian version of the questionnaire after wearing a head-mounted display (HMD) and driving a virtual automobile in a VR scenario. The principal component analysis of the translated version generated factors consistently with the original study; however, items that had equivocal construct adequacy in the original PQ changed factors. The factor structure of the PQ is discussed. The growing use of VR environments requires instruments assessing the presence of immersed individuals, and the Brazilian Portuguese version of the PQ appears to be a viable option.  相似文献   

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This study describes how the level of graphical realism required in a virtual social simulation setting can be therapeutically useful in reducing job interview anxiety through exposure. We developed a virtual job interview simulation at a university career service to help student populations faced with the prospect of their first job interview. The virtual job interview simulation can deliver a realistic mock job interview within a high-quality immersive system that is similar to professional virtual reality (VR) systems. We conducted two experimental studies with a common theme: the role of graphical reality of the virtual interviewer and the immersive visual display in the virtual job interview simulation. The results are presented in this study based on a psycho-physiological approach, revealing variation in the distribution of participants′ anxiety state across various VR conditions. The overall conclusion of this study is that the sense of anxiety is less correlated to the graphical realism in VR environment even though the more graphically detailed the virtual human was, the more it provoked a sense of presence. In addition, at least some degree of physical immersion is needed to maintain anxiety levels over the course of VR exposure.  相似文献   

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A scientific problem solving environment should be built in such a way that users (scientists) might exploit underlying technologies without a specialised knowledge about available tools and resources. An adaptive user interface can be considered as an opportunity in addressing this challenge. This paper explores the importance of individual human abilities in the design of adaptive user interfaces for scientific problem solving environments. In total, seven human factors (gender, learning abilities, locus of control, attention focus, cognitive strategy and verbal and nonverbal IQs) have been evaluated regarding their impact on interface adjustments done manually by users. People’s preferences for different interface configurations have been investigated. The experimental study suggests criteria for the inclusion of human factors into the user model guiding and controlling the adaptation process. To provide automatic means of adaptation, the Intelligent System for User Modelling has been developed. Elena Zudilova-Seinstra is a Senior Researcher at the Scientific Visualisation and Virtual Reality Group of the University of Amsterdam. Previously, she worked for the Corning Scientific Centre. Apart from being a researcher, in 1999–2002 she was a part-time Assistant Professor at the St. Petersburg Academy of Management Methods and Techniques. She received her M.S. degree in technical engineering in 1993 and Ph.D. in computer science in 1998 from the St. Petersburg State Technical University. In 1996, she received an award for R&D from the Welles-Johnson Foundation of Maryland. She is a Program Committee Member of several International Conferences and Workshops. Her current research interests include multi-modal and adaptive interaction, scientific visualisation, virtual and augmented reality, ambient intelligence and usability studies. She has more than 40 research publications and three editorials in these areas. Also, she has been an INTAS evaluator since February 2005.  相似文献   

20.
This paper describes a framework for designing systems for real locomotion in virtual environments (VEs) in order to achieve an intense sense of presence. The main outcome of the present research is a list of design features that the virtual reality technology should have in order to achieve such a goal. To identify these features, an approach based on the combination of two design strategies was followed. The first was based on the theory of affordances and was utilized to design a generic VE in which the affordances of the corresponding real environment could be evoked. The second was the experiential design applied to VEs and was utilized to create an experience of locomotion corresponding to that achievable in a real environment. These design strategies were chosen because of their potential to enhance the sense of presence. The proposed list of features can be utilized as an instrument that allows VE designers to evaluate the maturity of their systems and to pinpoint directions for future developments. A survey analysis was performed using the proposed framework, which involved three case studies to determine how many features of the proposed framework were present and their status. The result of such analysis represented a measure of the completeness of the systems design, of the affordances provided to the user, and a prediction of the sense of presence.  相似文献   

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