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Making Virtual Sense: Display Type and Narrative Medium Influence Sensemaking in Virtual Environments

机译:虚拟感:虚拟环境中的显示类型和叙述媒体影响感

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Virtual reality (VR) is being used for training and research in various industries due to its greater immersion relative to flat screen simulation technology. However, the effect of immersive VR displays and background storylines (i.e., narrative) on metacognitive skills, such as sense-making, remains unexplored. The current study employed a 2 x 2 between-subjects experimental design to investigate the influence of display type and narrative medium on sensemaking for an observation-based driving task. Sixty-eight adults were semi-randomly assigned to one of four conditions. Participants received a pre-mission narrative briefing (text or multimedia) and undertook two simulated driving missions (flat screen or VR display). A structured debriefing followed each mission to assess sensemaking in terms of frequency and type of explanation for mission events. The results indicate that both display type and narrative medium influence sensemaking in virtual environments. For explanations relating to previously encountered mission events, sensemaking frequency was higher in the VR conditions than the flat screen conditions (F(l) = 9.11,p = .004, partial n2 = .15). For explanations relating to the briefing materials, sensemaking frequency was higher in the multimedia narrative conditions than the text-based narrative conditions (F(l) = 8.38, p = .005, partial n2 = .14). Although the findings suggest that VR displays have cognitive benefits over traditional flat screen displays, the likelihood of VR-induced adverse effects (i.e., cybersickness) should be managed (e.g., limiting exposure). These results indicate that narrative medium and display type should be carefully considered by industries using virtual environments for training and research.
机译:由于虚拟现实(VR)相对于平面模拟技术的浸入度更高,因此正在各种行业中用于培训和研究。但是,沉浸式VR显示器和背景故事情节(即叙事)对元认知技能(如感觉)的影响尚待探索。当前的研究采用2 x 2对象间实验设计来研究显示类型和叙事媒体对基于观察的驾驶任务的感官影响。将六十八名成年人半随机分配到四个条件之一。参与者接受了任务前的叙事简介(文本或多媒体),并进行了两次模拟驾驶任务(纯平屏幕或VR显示器)。每个任务后都会进行结构化的汇报,以根据任务事件的解释频率和解释类型来评估意义。结果表明,显示类型和叙事媒介都会影响虚拟环境中的感觉。对于与先前遇到的任务事件有关的解释,VR条件下的感官频率要比纯平屏幕条件下的要高(F(l)= 9.11,p = .004,部分n2 = .15)。为了进行有关简报的解释,在多媒体叙事条件下,感官出现的频率要高于基于文本的叙事条件(F(l)= 8.38,p = .005,部分n2 = .14)。尽管这些发现表明VR显示器比传统的平板显示器具有认知优势,但应控制VR引起的不良影响(例如,晕车)的可能性(例如,限制接触)。这些结果表明,使用虚拟环境进行培训和研究的行业应认真考虑叙述性媒体和显示类型。

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