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How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure./
作者:
Bradbury, Amanda Ellen.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
面頁冊數:
91 p.
附註:
Source: Dissertations Abstracts International, Volume: 83-09, Section: B.
Contained By:
Dissertations Abstracts International83-09B.
標題:
Computer & video games. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28973096
ISBN:
9798780651765
How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure.
Bradbury, Amanda Ellen.
How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 91 p.
Source: Dissertations Abstracts International, Volume: 83-09, Section: B.
Thesis (Ph.D.)--North Carolina State University, 2021.
This item must not be sold to any third party vendors.
Digital communication methods such as social media, texting, Skype, etc. account for a significant amount of social interaction traffic; however, in the coming decade, virtual reality (VR) is likely to appropriate much of this space from traditional 2D computer-mediated applications. While VR is not new, its price point has dramatically decreased in the last couple years making mass consumer use of VR a likely event in the near future (Bailenson, 2018), and although VR has the potential to fundamentally change the way humans interact in virtual spaces, research is still needed to understand the psychological impact on communication conducted via this medium (Bailenson, 2018; Rubin, 2018). The current series of studies will first compare how different digital communication mediums (i.e., voice only, video chat, and VR) affect self-disclosure and then, looking specifically at VR, evaluate how avatar appearance affects self-disclosure and social presence (i.e., feeling like you are there with another person).The term virtual reality has seen many disparate definitions in the literature, and as such, a concrete definition of VR would be helpful. Immersive VR is defined as a computer-generated simulation of a three-dimensional environment in which a person is 'transported' to a virtual environment via the use of a head mounted display (HMD) (Bombari, Schmid Mast, Canadas, & Bachmann, 2015). VR HMDs create synthetic sensory experiences via the use of computergenerated 3D visual displays, auditory output, and haptics which create perceptions of digital environments as if they were not synthetic (Blascovich et al., 2002; Huang & Bailenson, 2019). This means the user is fully immersed in an artificial/virtual world and can look around as if in the real world, and in the most advanced versions, can also walk around and interact with objects in the environment (Bombari et al., 2015). For instance, room-scale VR allows the user to walk around the VR environment by tracking head and body movements within the real-world and then maps these movements into the VR world. VR game controllers allow for precise tracking of hand movements and provide some haptic feedback, allowing users to pick up and manipulate objects in the environment while providing subtle vibrations to mimic the feel of an object in the hand (Bailenson, 2018). While immersed in VR environments, users report feeling psychologically present and as if the fully synthetic world around them is the actual world they currently inhabit (Huang & Bailenson, 2019). This illusion is further enhanced with the addition of new technologies which accurately track head orientation, body position, and increase interactivity within VR environments, all of which lead to increased perceptions of presence and immersion (Cummings & Bailenson, 2016).Thus, virtual reality is an entirely new medium for everyday consumers and the psychological effects of its use may prove to be vastly different from other mediums (Bailenson, 2018). For instance, virtual reality makes the user feel like they are actually there with another human being, inducing a greater sense of presence than if they were interacting with another person through a screen (Bailenson, 2018; Bombari et al., 2015; Oh, Bailenson, & Welch, 2018). This sense of 'being there' in virtual reality is the first example of a medium to even come close to real-world social interactions.
ISBN: 9798780651765Subjects--Topical Terms:
3548317
Computer & video games.
How Does Virtual Reality Compare? The Effects of Digital Communication Medium and Avatar Appearance on Self-Disclosure.
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Digital communication methods such as social media, texting, Skype, etc. account for a significant amount of social interaction traffic; however, in the coming decade, virtual reality (VR) is likely to appropriate much of this space from traditional 2D computer-mediated applications. While VR is not new, its price point has dramatically decreased in the last couple years making mass consumer use of VR a likely event in the near future (Bailenson, 2018), and although VR has the potential to fundamentally change the way humans interact in virtual spaces, research is still needed to understand the psychological impact on communication conducted via this medium (Bailenson, 2018; Rubin, 2018). The current series of studies will first compare how different digital communication mediums (i.e., voice only, video chat, and VR) affect self-disclosure and then, looking specifically at VR, evaluate how avatar appearance affects self-disclosure and social presence (i.e., feeling like you are there with another person).The term virtual reality has seen many disparate definitions in the literature, and as such, a concrete definition of VR would be helpful. Immersive VR is defined as a computer-generated simulation of a three-dimensional environment in which a person is 'transported' to a virtual environment via the use of a head mounted display (HMD) (Bombari, Schmid Mast, Canadas, & Bachmann, 2015). VR HMDs create synthetic sensory experiences via the use of computergenerated 3D visual displays, auditory output, and haptics which create perceptions of digital environments as if they were not synthetic (Blascovich et al., 2002; Huang & Bailenson, 2019). This means the user is fully immersed in an artificial/virtual world and can look around as if in the real world, and in the most advanced versions, can also walk around and interact with objects in the environment (Bombari et al., 2015). For instance, room-scale VR allows the user to walk around the VR environment by tracking head and body movements within the real-world and then maps these movements into the VR world. VR game controllers allow for precise tracking of hand movements and provide some haptic feedback, allowing users to pick up and manipulate objects in the environment while providing subtle vibrations to mimic the feel of an object in the hand (Bailenson, 2018). While immersed in VR environments, users report feeling psychologically present and as if the fully synthetic world around them is the actual world they currently inhabit (Huang & Bailenson, 2019). This illusion is further enhanced with the addition of new technologies which accurately track head orientation, body position, and increase interactivity within VR environments, all of which lead to increased perceptions of presence and immersion (Cummings & Bailenson, 2016).Thus, virtual reality is an entirely new medium for everyday consumers and the psychological effects of its use may prove to be vastly different from other mediums (Bailenson, 2018). For instance, virtual reality makes the user feel like they are actually there with another human being, inducing a greater sense of presence than if they were interacting with another person through a screen (Bailenson, 2018; Bombari et al., 2015; Oh, Bailenson, & Welch, 2018). This sense of 'being there' in virtual reality is the first example of a medium to even come close to real-world social interactions.
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