인문학
사회과학
자연과학
공학
의약학
농수해양학
예술체육학
복합학
지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
초록·키워드
In their seminal experiment in 1944, Heider and Simmel revealed that humans have a pronounced tendency to impose narrative meaning even in the presence of simple animations of geometric shapes. Despite the shapes having no discernible features or emotions, participants attributed strong social context, meaningful interactions, and even emotions to them. This experiment, run on traditional 2D displays has since had a significant impact on fields ranging from psychology to narrative storytelling. Virtual Reality (VR), on the other hand, offers a significantly new viewing paradigm, a fundamentally different type of experience with the potential to enhance presence, engagement and immersion. In this work, we explore and analyze to what extent the findings of the original experiment by Heider and Simmel carry over into a VR setting. We replicate such experiment in both traditional 2D displays and with a head mounted display (HMD) in VR, and use both subjective (questionnaire-based) and objective (eye-tracking) metrics to record the observers' visual behavior. We perform a thorough analysis of this data, and propose novel metrics for assessing the observers' visual behavior. Our questionnaire-based results suggest that participants who viewed the animation through a VR headset developed stronger emotional connections with the geometric shapes than those who viewed it on a traditional 2D screen. Additionally, the analysis of our eye-tracking data indicates that participants who watched the animation in VR exhibited fewer shifts in gaze, suggesting greater engagement with the action. However, we did not find evidence of differences in how subjects perceived the roles of the shapes, with both groups interpreting the animation's plot at the same level of accuracy. Our findings may have important implications for future psychological research using VR, especially regarding our understanding of social cognition and emotions.
#Virtual reality
#Gaze
#Headset
#Meaning (existential)
#Narrative
#Storytelling
#Animation
#Psychology
#Immersion (mathematics)
#Eye tracking
#Computer science
#Cognitive psychology
#Context (archaeology)
#Action (physics)
#Situational ethics
#Social psychology
#Human–computer interaction
#Artificial intelligence
인공지능 문자 인식 모델을 통해 추출된 텍스트로, 일부 오타나 오류가 포함될 수 있으나 지속적으로 개선 중입니다.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.