How Video Passthrough Headsets Influence Perception of Self and Others.
With the increasing adoption of mixed reality (MR) headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings,1 this study quantitatively investigates the impact of video passthrough on users. Forty participants co...
| Publicado en: | CyberPsychology, Behavior & Social Networking Vol. 27; no. 11; pp. 798 - 807 |
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| Autores principales: | , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Mary Ann Liebert, Inc.
Nov2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=180966233&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 180966233 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 21522715 BABN jtl: CyberPsychology, Behavior & Social Networking issn: 21522715 maglogo: N pubinfo: dt: Nov2024 vid: 27 iid: 11 pid: 1365 pub: Mary Ann Liebert, Inc. place: New Rochelle, New York artinfo: ui: 180966233 180966233 180966233 10.1089/cyber.2024.0398 180966233 ppf: 798 ppct: 9 formats: tig: atl: How Video Passthrough Headsets Influence Perception of Self and Others. aug: au: Santoso, Monique Bailenson, Jeremy affil: Department of Communication, Stanford University, Stanford, California, USA. sug: subj: Auditory Perception Webcasts Task Performance and Analysis Self Concept Human Male Female Adolescence Adult Descriptive Statistics Quantitative Studies Simulations Visual Perception Questionnaires Analysis of Covariance Coefficient alpha Adolescent: 13-18 years Adult: 19-44 years Male Female ab: With the increasing adoption of mixed reality (MR) headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings,1 this study quantitatively investigates the impact of video passthrough on users. Forty participants completed a body transfer task twice, once while wearing a headset in video passthrough and once without a headset. Using video passthrough induced simulator sickness, created social absence (another person in the physical room feels less present), altered self-reported body schema, and distorted distance perception. On the other hand, compared with past research that showed perceptual aftereffects from video passthrough, the current study found none. We discuss the broader implications for the widespread adoption of MR headsets and their impact on theories surrounding presence and body transfer. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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