阿凡达
愉快
心理学
虚拟实境
功能可见性
背景(考古学)
社会心理学
现实主义
比例(比率)
非语言交际
虚拟现实
认知心理学
人机交互
发展心理学
计算机科学
视觉艺术
艺术
地理
神经科学
地图学
考古
作者
Eugy Han,Mark Roman Miller,Cyan DeVeaux,Hanseul Jun,Kristine L. Nowak,Jeffrey T. Hancock,Nilàm Ram,Jeremy N. Bailenson
摘要
Abstract As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonverbal behaviors between participants. Moreover, self-avatars increased self-presence and realism, but decreased enjoyment, compared to uniform avatars. In Study 2 (n = 137), participants cycled through 192 unique virtual environments. As visible space increased, so did nonverbal synchrony, perceived restorativeness, entitativity, pleasure, arousal, self- and spatial presence, enjoyment, and realism. Outdoor environments increased perceived restorativeness and enjoyment more than indoor environments. Self-presence and realism increased over time in both studies. We discuss implications of avatar appearance and environmental context on social behavior in classroom contexts over time.
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