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Object affordances from the perspective of an avatar
Consciousness and Cognition ( IF 2.728 ) Pub Date : 2021-05-08 , DOI: 10.1016/j.concog.2021.103133
Matthias G Arend 1 , Jochen Müsseler 2
Affiliation  

Humans often interact with avatars in video gaming, workplace, or health applications, for instance. The present research studied object affordances from an avatar’s perspective. In two experiments, participants responded to objects with a left/right keypress, indicating whether the objects were upright or inverted. Task-irrelevant objects’ handles were aligned with either the left or right hand of the actor and/or avatar. We hypothesized that actors respond faster when the handles are aligned, as compared to non-aligned, with the respective avatar hand (spatial alignment effect or object-based Simon effect). In Experiment 1, the spatial alignment effect was increased through the presentation of avatar hands as compared to when no hands were presented. In Experiment 2, the avatar perspective was rotated by 90° to the right and left of the actor’s view. Here, the spatial alignment effect was guided by the avatar, suggesting that the actors took its perspective when perceiving objects’ affordances.



中文翻译:

从化身的角度来看对象可供性

例如,人类经常在视频游戏、工作场所或健康应用程序中与化身互动。本研究从化身的角度研究对象可供性。在两个实验中,参与者用左/右按键对物体做出反应,表明物体是直立还是倒立。与任务无关的对象的手柄与演员和/或化身的左手或右手对齐。我们假设当手柄对齐时,演员的反应比不对齐时,与相应的头像手(空间对齐效果或基于对象的西蒙效应)相比。在实验 1 中,与不展示手时相比,通过展示化身手增加了空间对齐效果。在实验 2 中,头像视角向演员视角的左右旋转了 90°。在这里,空间对齐效果是由化身引导的,这表明演员在感知对象的可供性时采用了它的视角。

更新日期:2021-05-08
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