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虚拟现实复愈性场景对压力恢复效果的研究
其他题名Research on the Effect of Virtual Reality Rehabilitative Scene on Pressure Restoration
丁晓燕
导师陈毅文
2022-12
摘要目的:探究虚拟现实复愈性场景对压力状态的恢复作用。确认虚拟现实呈现的自然场景设计为写实风格和卡通风格,复愈效果哪种更好。探究虚拟现实复愈性场景对被试的压力状态是否有恢复效果,效果在不同压力群体中是否有区分,压力恢复的效果体现在主观因素还是客观因素。以及是否熟悉虚拟现实对恢复效果有无影响。方法:采取实验法,在实验1中,首先制作写实风格和卡通风格的两组实验材料,内容因素相同但风格不同,通过实验确定两种风格哪种恢复效果更好。在实验2中,招募熟悉VR的被试与不熟悉VR被试,利用VR一体机提供的高恢复性场景对两种被试提供干预之后,压力在主观指标 (压力觉知、积极情绪、消极情绪、知觉恢复性)与客观指标(舒张压、收缩压、心率、注意力)的前后差异,探究对VR的熟悉与否是否会影响虚拟现实复愈性场景的恢复效果。在实验3中,利用VR一体机提供的高恢复性场景对不同压力人群进行研究,通过对实验数据分析,讨论了高压和低压人群在观看VR一体机提供的复愈性场景干预之后,压力在主观指标(压力觉知、积极情绪、消极情绪、知觉恢复性)与客观指标(舒张压、收缩压、心率、注意力)的前后差异,确认恢复效果。 结果:实验1中,对比两组实验材料的知觉恢复得分情况,A组材料知觉恢复能力大于B组材料;实验2以是否熟悉VR为分组,对个因变量的差值进行T检验,并未发现有显著性表达的因素;实验3中压力相关的七对因变量前后测数据中有五对(压力值、消极情绪、收缩压、舒张压、注意力时间)有显著差异。事后检验发现,三组数据的平均值均为高压组大于低压组压力差值的高压组高于低压组的值;消极情绪差值的高压组高于低压组的值。 结论:实验1证实了虚拟现实呈现的复愈性场景设计风格为写实风格比卡通风格的恢复性更好。实验2证实了是否熟悉VR对虚拟现实复愈性环境的压力恢复效果没有显著影响。实验3证实了VR一体机提供的恢复性场景有放松减压效果。压力因素对减压效果有显著影响,高压人群的主观减压效果比低压群体更明显,客观指标不显著。
其他摘要Objective: To explore the restorative effect of virtual reality restorative scenes on stress state. Confirm whether the natural scene presented by virtual reality is designed in realistic style or cartoon style, and which is better for recovery effect. Explore whether the virtual reality restorative scene has a recovery effect on the stress state of the subjects, whether the effect is differentiated among different stress groups, and whether the effect of stress recovery is reflected in subjective or objective factors. And whether the familiarity with virtual reality will affect the recovery effect. Methods: The experimental method was adopted. In Experiment 1,two groups of experimental materials with realistic style and cartoon style were first made. The content factors were the same but the styles were different. Through the experiment, which of the two styles had the better recovery effect was determined. In experiment 2, we recruited subjects who were familiar with VR and those who were unfamiliar with VR. After using the high recovery scenes provided by VR all-in-one machine to provide intervention to the two subjects, we explored whether familiarity with VR would affect the recovery effect of virtual reality recovery scenes by comparing the difference between subjective indicators (pressure awareness, positive emotion, negative emotion, perceived recovery) and objective indicators (diastolic pressure, systolic pressure, heart rate, attention). In Experiment 3, we used the high recovery scenes provided by VR all-in-one machine to study different stress groups. Through the analysis of experimental data, we discussed the differences between the subjective indicators (pressure awareness, positive emotions, negative emotions, perceived recovery) and the objective indicators (diastolic blood pressure, systolic blood pressure, heart rate, attention) of the high pressure and low pressure groups after watching the VR all-in-one machine intervention in the recovery scenes, Confirm the recovery effect. Results: In experiment 1,comparing the scores of perceptual recovery of the two groups of experimental materials, the perceptual recovery ability of group A materials was greater than that of group B materials; Experiment 2 took familiarity with VR as the grouping, and conducted T test on the difference of dependent variables, and no significant factors were found; In experiment 3, five of the seven pairs of dependent variables related to pressure (pressure value, negative emotion, systolic blood pressure, diastolic blood pressure, attention time) had significant differences. The post test found that the average values of the three groups of data were higher in the high-pressure group than in the low-pressure group, and higher in the high-pressure group than in the low-pressure group; The difference of negative emotions in the high pressure group was higher than that in the low pressure group. Conclusion: Experiment 1 confirms that the restorative scene design style presented by virtual reality is more realistic than cartoon. Experiment 2 confirmed that familiarity with VR had no significant impact on the pressure recovery effect of virtual reality restorative environment. Experiment 3 confirmed that the restorative scene provided by VR all-in-one machine has the effect of relaxation and decompression. Stress factors have a significant impact on the decompression effect. The subjective decompression effect of the high-pressure group is more obvious than that of the low-pressure group, and the objective indicators are not significant.
关键词虚拟现实 减压 恢复性环境 压力 VR
学位类型硕士
语种中文
学位名称理学硕士
学位专业健康心理学
学位授予单位中国科学院大学
学位授予地点中国科学院心理研究所
文献类型学位论文
条目标识符http://ir.psych.ac.cn/handle/311026/45105
专题社会与工程心理学研究室
推荐引用方式
GB/T 7714
丁晓燕. 虚拟现实复愈性场景对压力恢复效果的研究[D]. 中国科学院心理研究所. 中国科学院大学,2022.
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