Library for universal virtual reality experiments (luVRe): A standardized immersive 3D/360° picture and video database for VR based research

被引:27
|
作者
Schoene, Benjamin [1 ]
Kisker, Joanna [1 ]
Sylvester, Rebecca Sophia [1 ]
Radtke, Elise Leila [1 ]
Gruber, Thomas [1 ]
机构
[1] Osnabruck Univ, Inst Psychol, Seminarstr 20, D-49074 Osnabruck, Germany
关键词
Virtual reality; Data Base; Electroencephalography; Frontal alpha asymmetries; Memory; Video; AUTOBIOGRAPHICAL MEMORY; BRAIN ACTIVITY; EEG ASYMMETRY; RETRIEVAL; EMOTION; EVENTS; ENVIRONMENTS; MOTIVATION; EXPERIENCE; RESPONSES;
D O I
10.1007/s12144-021-01841-1
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Virtual reality is a promising tool for experimental psychology, enhancing the ecological validity of psychological science. The advantage of VR is that it enables researchers to study emotional and cognitive processes under realistic conditions while maintaining strict experimental control. To make it easier for scientists to get into the world of VR research and to improve the comparability of scientific results, we have created and validated a standardized set of 3D/360 degrees videos and photos. Study 1 investigated the electrophysiological differences between motivational and emotional reactions exhibited under immersive VR and conventional 2D conditions. The obtained frontal alpha asymmetries show diverge patterns between the two conditions giving rise to further speculations that associated psychological processes exhibit more natural functional properties under immersive conditions. The feeling of being at the center of a realistic VR environment creates a sense of self-relevance. In VR, motivational tendencies and emotional reactions are related to objects or persons within the vicinity of the participant and not to the stimuli presented on a screen. Study 2, investigating the memory performance for VR videos as opposed to a conventional 2D screen presentation, provides evidence that memory formed under immersive conditions created more profound memory traces. This so-called memory superiority effect for the VR conditions might again result from the feeling of being in a scene, thus facilitating the formation of autobiographical memory. The implementation of VR experiments using the database is straightforward as it does neither require much technical equipment nor a high level of VR expertise.
引用
收藏
页码:5366 / 5384
页数:19
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