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Sensors (Basel) ; 23(4)2023 Feb 14.
Artigo em Inglês | MEDLINE | ID: mdl-36850748

RESUMO

Two common difficulties which people face in their daily lives are managing effective communication with others and dealing with what makes them feel uncertain. Past research highlights that the result of not being able to handle these difficulties influences people's performance in the task at hand substantially, especially in the context of a social environment such as a workplace. Perceived uncertainty of information is a key influential factor in this regard, with effects on the quality of the information transfer between sender and receiver. Uncertainty of information can be induced into the communication system in three ways: when there is any kind of information deficit that makes the target message unclear for the receiver, when there are some requested changes that could not be predicted by the receiver, and when the content of the message is so interconnected and complex that it limits understanding. Since uncertainty is an inseparable feature of our lives, studying the effects that different levels of it have on individuals and how individuals nevertheless accomplish the tasks of daily living is of high importance. Modern technologies such as immersive virtual reality (VR) have been successful in providing effective platforms to support human behavioral and social well-being studies. In this paper, we suggest the design, development, and evaluation of an immersive VR serious game platform to study behavioral responses to the uncertain features of interpersonal communications. In addition, we report the result of a within-subject user study with 17 participants aged between 20 and 35 and their behavioral responses to two levels of uncertainty with subjective and objective measures. The results convey that the application successfully and meaningfully measured some behavioral responses related to exposure to different levels of uncertainty and overall, the participants were satisfied with the experience.


Assuntos
Comunicação , Realidade Virtual , Humanos , Adulto Jovem , Adulto , Incerteza , Emoções , Tecnologia
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