摘要
目的:探讨积极和消极虚拟环境对大学生情绪状态的影响。方法:使用虚拟现实技术模拟不同性质的虚拟环境,采用2(积极虚拟环境、消极虚拟环境)×2(前测、后测)被试内设计,选取30名大学生参加实验,均为男性,年龄22~25岁。待被试情绪稳定后,首先使用心境量表(POMS)、状态特质焦虑量表(STAI)、简明情绪量表(PAD)和NeXus-10无线生理监测反馈仪评估被试观看不同虚拟环境前的心理和生理状态,作为心理和生理基线值,然后被试开始观看虚拟环境。每名被试观看两次不同的虚拟环境,时间间隔24小时,其中一半先看积极虚拟环境再看消极虚拟环境,另一半则相反。期间仍使用NeXus-10记录被试的生理变化,观看虚拟环境结束即刻再次评估被试的心理状态,作为实验期生理和心理指标。结果:(1)观看积极虚拟环境后消极情绪维度如紧张、愤怒、疲劳、抑郁、状态焦虑水平等显著降低(P<0.05),积极情绪维度如精力和愉悦度等显著升高(P<0.05);观看消极虚拟环境后消极情绪如紧张、愤怒、抑郁、慌乱和状态焦虑水平等显著升高(P<0.05),积极情绪如精力和愉悦度等显著降低(P<0.05)。(2)观看积极虚拟环境后期皮电显著降低(P<0.05),高频HRV显著升高;观看消极虚拟环境后期皮电、呼吸频率和LF/HF显著升高(P<0.05),高频HRV显著降低(P<0.05)。结论:不同性质虚拟环境诱发大学生不同情绪状态的变化,消极虚拟环境中大学生情绪维度变化大,生理激活水平高,虚拟环境可以作为情绪诱发的一种有效方法。
Objective The purpose of this study is to investigate the effect of positive and negative virtual environments on the emotion of college students. Methods Thirty male college students, aged 22 ~25 yrs,took part in this experiment using 2x2 within subject experimental design. The subjects filledpsychological questionnaire (POMS, STAI, PAD)before viewing virtual environments in order to estimatedepression and state anxiety reduced significantly (P pleasantness increased significantly (P 〈 0.05); After 〈 0.05), and positive emotions, such as vigor and viewing negative virtual environment,the level of negative emotions, such as tension, anger, depression, and state anxiety increased significantly (P 〈 0.05); and positive emotions, such as vigor and pleasantness reduced significantly (P 〈 0.05). (2)By the end of viewing of positive virtual environment, skin conduction decreased and I-IF increased significantly (P 〈 0.05), while by the end of viewing negative virtual environment, skin conduction, respiratory rate and LF/HF rate increased significantly (P 〈 0.05), and HF decreased significantly (P 〈 0.05). Conclusions Both positive and negative virtual environments can affect the emotion of college students, especially the negative virtual environments.
出处
《中国运动医学杂志》
CAS
CSCD
北大核心
2013年第8期708-714,共7页
Chinese Journal of Sports Medicine
关键词
虚拟现实技术
积极虚拟环境
消极虚拟环境
大学生
情绪
virtual reality technology,positive virtual environment,negative virtual environment,college students, emotion