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  • 學位論文

使用VR技術重建皮亞傑認知發展實驗

Reconstruct Jean Piaget’s Cognitive Development Tasks by Using VR Technology

指導教授 : 陳履恒

摘要


VR在心理學領域多應用於恐懼、焦慮的心理治療,對於人類學習及認知的範疇較無論述。本實驗使用Oculus Quest2,藉由Oculus XR Plugin與Unity XR SDK整合,在Unity上做實驗開發,並透過Oculus Integration SDK建立使用者互動模式,重新建構皮亞傑認知發展守恆實驗( Conservation Task) 中的數量( Number ) 和長度( Length),以及自我中心的三山實驗( Three Mountain Task )。實驗過程為避免產生施測者追求實驗成果所產生的實驗者效應、受測者生活經驗認知誤差,以及引導式問句所產生的實驗偏差,施測者僅於網頁與資料庫互動,進行實驗安排、實驗物件選擇,以及檢視實驗紀錄。此外研究提供數種施測物進行選擇,降低受測者因生活經驗不同導致的認知偏差。受測者則於VR中依資料庫所排定之實驗順序接受測驗,系統則回傳受測者作答結果、反應時間、頭手位置轉向及影像紀錄,分析受測者之認知發展程度落點,藉由本研究建構更為客觀、確實的心理學認知實驗及記錄。

並列摘要


VR is mostly applied to psychotherapy of fear and anxiety in the field of psychology, but it is less relevant to human learning and cognition. In this experiment, Oculus Quest2 is used to reconstruct Jean Piaget’s cognitive development tasks— the number and length of conservation task and egocentric of the Three Mountain Task. Those Tasks are reconstructed on Unity by integrating the Oculus XR Plugin, the Unity XR SDK, and the Oculus Integration SDK, with which the user interaction model is established. In order to avoid experimenter effects, cognitive errors in subjects' life experiences, and experimental bias from leading questions, the experimental procedure was conducted by interacting with the database on the web page only, including arranging the experiment, selecting the experimental objects, and reviewing the experimental records. The study provides several test items for selection to reduce the cognitive bias of the subjects due to different life experiences, and the subjects are tested in the VR according to the sequence of experiments arranged in the database, and the system returns the results, reaction time, head and hand transformation and video records to analyze the cognitive development of the subjects. The purpose of this study is to construct a more objective and accurate psychological cognitive experiment and record.

參考文獻


[1] Borke, H. (1975). Piaget's mountains re-visited: Changes in the egocentric land-scape. Developmental Psychology, 11(2), p. 240.
[2] Buckingham, G. (2021, 10). Hand Tracking for Immersive Virtual Reality: Opportunities and Challenges. Front. Virtual Real. doi:10.3389/frvir.2021.728461
[3] ElkindDavid. (1967). Piaget's Conservation Problems. Child Development, 38(1), 頁 15-27. doi: https://doi.org/10.2307/1127125
[4] Gajsek, D. (2022, 2 15). How to Design User Interfaces for Oculus Quest Hand Tracking Applications. Retrieved from CIRCUIT STREAM: https://circuitstream.com/blog/oculus-quest-hand-tracking/
[5] McLeod, S. A. (2015). Jean pia-get's theory of cognitive development. Retrieved from Simply Psychology: www.simplypsychology.org/piaget-moral.html

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