Impact of Appearance and Control of Emotions in Virtual Reality on Behaviour in Children and Young Adults: Link With Feeling of Presence
试验速览
- 阶段
- 不适用
- 状态
- 终止
- 入组人数
- 240
- 试验地点
- 1
- 主要终点
- evaluation of feeling of immersion by a Likert scale
研究概览
简要总结
Recently, researchers in the field of cognitive psychology have shown a great interest in Virtual Reality (VR). Indeed, this technology is the most advanced to create immersion and sense of presence in a virtual environment (VE) and gives the opportunity to study cognitive mechanisms in more ecological way. However, little is known about the impact of VR on the cognition and emotional states of the VR users. According to the scientific literature, the sense of presence (the fact that the user experiences the sense of being in the VE) is strongly related to the emotional experience, but it is not clear what mechanisms underline this relation. Thus, more research is necessary to its better understanding. Moreover, a few studies have shown age related differences in sense of presence, with children having greater inclination for sense of presence than adults. This might be explained by the fact that frontal cortex (which is responsible for a control of the sense of presence) is still developing in childhood (the maturation last for the beginning of adulthood).
The goal of the present study is to examine which factors might be responsible of the interaction between the sense of presence, the immersion and the emotional experience in Virtual Reality, and the age-related difference. Thus, the investigator study 2 types of healthy participants (volunteers) in order to examine the age-related difference in this interaction: young adults between 18 and 25 years old and children between 8 to 14 years old. To study different factors potentially involved in the interaction four experiments will be conducted. In each experiment the investigator manipulate one type of factor to study its impact on emotions and the sense of presence in a VE: (1) the image quality, (2) the fact that participant had an avatar (body) in the VE, (3) the possibility to interact or not in VE and (4) the nature of elements with which it is possible to interact (objects or living being). In the end of this study the investigator hope to contribute to the knowledge of adapted use of VR for different type of users, such as children and young adults.
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Factorial
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 8 Years 至 28 Years(Child, Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Age comprised between 8 and 14
- •Native French speaker
- •Two parents gave their informed consent for a participation of their child in the study
- •Young adults :
- •Age comprised between 18 and 25
- •Native French speaker
- •Participant gave his/her informed consent for a participation in the study
- •Participant has health insurance
排除标准
- •Neurodevelopmental deficits, diagnosis of intellectual deficiency (Scores below 70 for Vineland II scale et Total IQ Total below 70 for WPPSI-IV (Wechsler, 2014) or WISC-V (Wechsler, 2016)) new by parents or legal representative
- •Learning disorder (difficulties in learning and using scholar skills since at least 6 months new by teacher, parents or legal representative)
- •History of psychiatric disorder new by parents or legal representative
- •Neurological disorders new by parents or legal representative
- •Drugs intake having impact on motor, cognitive or memory capacities (e.g., corticoids) new by parents or legal representative
- •Visual or hearing disorders without correction
- •Child, parents or legal representative no agreement to participate to the study
- •Young Adults :
- •Neurological disorders new by participants
- •Drugs intake having impact on motor, cognitive or memory capacities (e.g., corticoids)
- •History of psychiatric disorder new by participant
- •Use of drugs of alcohol
- •Visual or hearing disorders without correction
- •No agreement to participate to the study
结局指标
主要结局
evaluation of feeling of immersion by a Likert scale
时间窗: Day 0
Evaluation of feeling of immersion
responses evoked by the stimuli of interest
时间窗: Day 0
During Experience in Virtual Reality (EVR) we will measure responses evoked by the stimuli of interest: with oculometer time fixation and pupillary dilatation, and with oximeter heart rate
Measure of evoked potential
时间窗: Day 0
During EVR only in Experiment 1B we will measure, using EEG, evoked potential, particularly Late Positive Potential (LPP)
measure of valence and arousal with Self-Assessment Manikin (SAM) scale
时间窗: Day 0
Evaluation of emotion
response to the presence questionnaire (PQ, Witmer & Singer, 1998
时间窗: Day 0
Evaluation of feeling of presence questionnaire PQ, Witmer \& Singer, 1998
Measure of head movements evoked by the stimuli of interest
时间窗: Day 0
During EVR except Experiment 1B we will measure, using the device integrated in VR equipment, head movements evoked by the stimuli of interest
次要结局
未报告次要终点
