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作者(中文):許齡方
作者(外文):Hsu, Ling Fang
論文名稱(中文):透過普羅透斯效應探討使用者性別與虛擬角色性別對尋路能力之影響
論文名稱(外文):Applying the Proteus Effect to Investigate User's and Avatar's Gender Differences in Wayfinding Performance
指導教授(中文):許有真
指導教授(外文):Hsu, Yu Chen
口試委員(中文):廖冠智
許峻誠
口試委員(外文):Liao, Guan Ze
Hsu, Chun Cheng
學位類別:碩士
校院名稱:國立清華大學
系所名稱:學習科學研究所
學號:103002510
出版年(民國):105
畢業學年度:105
語文別:中文
論文頁數:162
中文關鍵詞:人機互動普羅透斯效應尋路能力刻板印象
外文關鍵詞:Human-Computer InteractionProteus EffectWayfindingStereotype
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在虛擬環境中,虛擬角色就如同一個身分屏障,讓使用者可以隨心所欲創造屬於自己的虛擬角色。因此,本研究以普羅透斯效應為基礎,探討不同性別之受試者在使用不同性別的虛擬角色時,在特定刻板印象領域是否會受到刻板印象威脅和提升而影響認知表現。本研究採2(受試者性別:男、女)X2(單一虛擬角色性別:男、女)因子實驗設計,實驗情境以三人為一組同時進行尋路能力測驗,但實質上另外兩位受試者為共謀者,當受試者使用女(男)性虛擬角色時,則搭配另外兩名男(女)性虛擬角色,藉此誘發刻板印象威脅與提升之情境。

研究結果顯示,虛擬角色性別的確會影響受試者在尋路能力測驗之表現。特別是當受試者使用單一女性虛擬角色時,在尋路能力測驗各方面皆表現較使用單一男性虛擬角色之受試者不佳。由此可知,由於受試者在虛擬環境中使用單一女性虛擬角色,在刻板印象中屬於較弱勢的團體成員,因此受到刻板印象威脅影響而造成尋路能力表現下降;相反的,當受試者使用單一男性虛擬角色時,在刻板印象中屬於較優勢的團體成員,因此受到刻板印象提升影響而造成尋路能力表現提升。

此外,本研究結果亦證實不同性別的個體的確在特定尋路能力上有差異。男性受試者雖然透過歐基里德指示所犯之錯誤次數與女性受試者相同,但男性受試者在整體路徑學習時間顯著少於女性受試者,由此可驗證,男性的確較擅長抽象型策略,如東-西-南-北方位進行移動,因此在做決策時較快速。另外,從尋路任務之路徑選擇來看,由於男性善於抽象型策略因此在路徑選擇上較有彈性。最後,男性受試者在俯瞰知識分數上也顯著優於女性,由此也可印證由於男性善於抽象型策略因此較容易建構俯瞰知識。
In virtual environment, avatars are like identity masks, which allow the users to create their own avatars at will. The goal of this study is to investigate how avatar's gender differences influence the participants in stereotypes relevant task performance, based on the Proteus effect to explore whether stereotype threat and stereotype lift occurred in virtual group settings. Participants were randomly assigned to a 2 (participant gender:female vs. male) X 2 (avatar gender:lone-female vs. lone-male) between-participant design. We manipulated avatar’s gender in a group of three with two opposite-gendered avatars (co-actors), putting the gender of the participant avatar in a numerical minority status to cause stereotype threat and stereotype lift situation.

The results showed that participants represented by different gender indeed influence wayfinding ability. Particularly, when the participants represented by a female avatar, exhibited a significant deficits in all the wayfinding ability tasks, compared with lone male participants. These results suggest that participant of female avatar associated with negative stereoptype in wayfinding ability, may cause performance impairment by stereotype threat. On the contrary, participant of male avatar associated with positive stereoptype in wayfinding ability, may cause performance boost by stereotype lift.

Furthermore, the results also indicate that there are gender differences in specific wayfinding task. Although there is no gender difference in Euclidean-based instructions errors number, but male participants use less time to complete route learning compared to female participants. These results suggest that, male ares adept at using abstract strategy and Eulidean, such as NSEW, when navigating in the virtual environment, and that means they required less time to do the decision-making. On the other hand, male participants are outperformance on survey knowledge scores. These results suggest that, males are adept at using abstract strategy and Eulidean, so that they are good at requiring survey knowledge as well.
中文摘要 I
英文摘要 II
致謝 III
目錄 IV
圖目錄 VII
表目錄 VIII
第一章 緒論 1
第一節 研究背景 1
第二節 研究目的 4
第三節 預期研究貢獻/重要性 4
第二章 文獻探討 5
第一節 虛擬世界 6
2.1.1虛擬世界 6
2.1.2虛擬化身 8
2.1.3虛擬化身與性別 10
第二節 普羅透斯效應 12
2.2.1普羅透斯效應定義 12
2.2.2.普羅透斯效應相關研究 15
2.2.3.影響普羅透斯效應的中介與調節變項 18
第三節 刻板印象對個體的影響 20
2.3.1刻板印象威脅(stereotype threat)和刻板印象提升 (stereotype lift)的定義 20
2.3.2影響刻板印象威脅與刻板印象提升的因素 22
2.3.3刻板印象威脅/提升與虛擬角色 28
第四節 尋路行為 29
2.4.1尋路行為定義 29
2.4.2尋路過程 31
2.4.3影響尋路行為的因素 32
2.4.4認知地圖與空間知識 41
2.4.5尋路能力測量類型 48
第三章 研究方法 57
第一節 研究設計 57
3.1.1自變項 57
3.1.2依變項 58
第二節 研究問題與假設 60
第三節 實驗設計 64
3.3.1實驗環境 64
3.3.2實驗場地與設備 65
3.3.3實驗任務 65
第四節 實驗方法 69
3.4.1前測 69
3.4.2研究對象 70
3.4.3整體實驗流程 71
3.4.4量表工具 73
第四章 研究結果 77
第一節 樣本敘述統計 77
第二節 尋路能力表現 79
4.3.1路徑學習表現 79
4.3.2 尋物任務表現 83
4.3.3尋路任務表現 84
4.3.4 地圖繪製表現 90
4.3.5 空間知識測驗表現 95
4.3.6 任務動機 101
4.3.7 開放式問題 104
第三節 小結 113
第五章 討論、結論與建議 116
第一節 討論 116
5.1.1受測者性別和單一虛擬角色性別對路徑學習之影響 117
5.1.2受測者性別和單一虛擬角色性別對尋物任務之影響 119
5.1.3受測者性別和單一虛擬角色性別對尋路任務之影響 120
5.1.4受測者性別和單一虛擬角色性別對地圖繪製之影響 122
5.1.5受測者性別和單一虛擬角色性別對空間知識測驗之影響 124
5.1.7受測者性別和單一虛擬角色性別對任務動機之影響 125
第二節 結論 127
第三節 研究限制 129
第四節 未來研究建議 130
參考文獻 132
附錄 149
附錄一 路徑學習內容 149
附錄二 尋物任務內容 151
附錄三 尋路任務內容 152
附錄四 空間知識測驗 153
附錄五 任務動機量表 160
附錄六 空間能力量表授權同意書 162

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