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Memory of virtual experiences: Role of immersion, emotion and sense of presence
International Journal of Human-Computer Studies ( IF 5.4 ) Pub Date : 2020-07-08 , DOI: 10.1016/j.ijhcs.2020.102506
Lénaïc B. Cadet , Hanna Chainay

Virtual Reality (VR) is increasingly being used as a tool to assess or train memory. Factors specific to VR, like immersion and sense of presence, are known to modulate episodic memory of virtual environment (VE). However, the impacts of their interaction have received less attention. The present study was designed to investigate this question. Moreover, it has been shown that episodic memory is influenced by emotion. We therefore also investigated the effect of emotion on memory of VE and its interaction with immersion and sense of presence. Immersion was manipulated using two types of device (Head-mounted Display or Computer Screen) and varying the 3D model quality (High or Low). Emotion was manipulated by presenting negative, positive and neutral stimuli in VE. 108 young adults, forming four experimental groups, took part in this experiment. Sense of presence and emotional experience in different virtual places were assessed using questionnaires, and memory of the stimuli viewed in these places, determined using a free recall task, was also assessed. Results showed that, unlike emotion, immersion had no direct impact on memory. However, an emotional enhancement of memory was found only in the HMD condition. In addition, sense of presence was greater in the HMD condition, but the link between sense of presence and memory performance was weak. Crucially, emotion and device type, but not image quality, increased the sense of presence. Implications of these findings for the elaboration of virtual experiences and the limitations of this study are discussed.



中文翻译:

虚拟体验的记忆:沉浸感,情感和临场感的作用

虚拟现实(VR)越来越多地用作评估或训练内存的工具。VR特有的因素(如沉浸感和存在感)可调节虚拟环境(VE)的情节记忆。但是,他们互动的影响受到的关注较少。本研究旨在调查此问题。而且,已经表明,情节记忆受情感影响。因此,我们还研究了情绪对VE记忆的影响及其与沉浸感和临场感的相互作用。使用两种类型的设备(头戴式显示器或计算机屏幕)并更改3D模型质量(高或低)来操纵浸入。通过在VE中呈现负面,正面和中性刺激来操纵情绪。组成四个实验组的108位年轻人参加了该实验。使用问卷调查法评估了在不同虚拟地点的存在感和情感体验,并使用免费召​​回任务确定了在这些地点查看的刺激记忆。结果表明,与情绪不同,沉浸对记忆没有直接影响。然而,仅在HMD条件下发现记忆的情感增强。另外,在HMD条件下,存在感更大,但是存在感与记忆性能之间的联系较弱。至关重要的是,情感和设备类型(而不是图像质量)提高了临场感。讨论了这些发现对拟定虚拟体验的意义以及本研究的局限性。还评估了使用免费召​​回任务确定的在这些地方看到的刺激的记忆。结果表明,与情绪不同,沉浸对记忆没有直接影响。然而,仅在HMD条件下发现记忆的情感增强。另外,在HMD条件下,存在感更大,但是存在感与记忆性能之间的联系较弱。至关重要的是,情感和设备类型(而不是图像质量)提高了临场感。讨论了这些发现对拟定虚拟体验的意义以及本研究的局限性。还评估了使用免费召​​回任务确定的在这些地方看到的刺激的记忆。结果表明,与情绪不同,沉浸对记忆没有直接影响。然而,仅在HMD条件下发现记忆的情感增强。另外,在HMD条件下,存在感更大,但是存在感与记忆性能之间的联系较弱。至关重要的是,情感和设备类型(而不是图像质量)提高了临场感。讨论了这些发现对拟定虚拟体验的意义以及本研究的局限性。另外,在HMD条件下,存在感更大,但是存在感与记忆性能之间的联系较弱。至关重要的是,情感和设备类型(而不是图像质量)提高了临场感。讨论了这些发现对拟定虚拟体验的意义以及本研究的局限性。另外,在HMD条件下,存在感更大,但是存在感与记忆性能之间的联系较弱。至关重要的是,情感和设备类型(而不是图像质量)提高了临场感。讨论了这些发现对拟定虚拟体验的意义以及本研究的局限性。

更新日期:2020-07-08
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