This study investigates the feasibility of remote virtual reality (VR) studies conducted at home using VR headsets and video conferencing by deploying an experiment on emotion ratings. 20 participants used head-mounted displays to immerse themselves in 360{\deg} videos selected to evoke emotional responses. The research compares continuous ratings using a graphical interface to retrospective questionnaires on a digitized Likert Scale for measuring arousal and valence, both based on the self-assessment manikin (SAM). It was hypothesized that the two different rating methods would lead to significantly different values for both valence and arousal. The goal was to investigate whether continuous ratings during the experience would better reflect users' emotions compared to the post-questionnaire by mitigating biases such as the peak-end rule. The results show significant differences with moderate to strong effect sizes for valence and no significant differences for arousal with low to moderate effect sizes. This indicates the need for further investigation of the methods used to assess emotion ratings in VR studies. Overall, this study is an example of a remotely conducted VR experiment, offering insights into methods for emotion elicitation in VR by varying the timing and interface of the rating.
翻译:本研究通过部署情绪评级实验,探究使用VR头显和视频会议系统在居家环境中进行远程虚拟现实研究的可行性。20名参与者佩戴头戴式显示器,沉浸于经过筛选的360度视频中,这些视频旨在诱发情绪反应。研究比较了基于自我评估模型(SAM)的两种情绪测量方式:使用图形界面的连续评级与基于数字化李克特量表的回顾性问卷,分别用于测量唤醒度与效价。我们假设两种评级方法在效价和唤醒度上会产生显著差异,旨在验证通过规避峰终定律等偏差,体验过程中的连续评级能否比事后问卷更准确地反映用户情绪。结果显示,效价维度存在中等至强效应量的显著差异,而唤醒度维度未检测到显著差异且效应量较低至中等。这表明需要进一步探究VR研究中情绪评估方法的有效性。总体而言,本研究提供了远程VR实验的范例,通过调整评级时机与界面设计,揭示了VR情绪诱发方法的研究路径。