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2023 | OriginalPaper | Buchkapitel

17. Forschungsgegenstand und -tool

verfasst von : Matthias Wölfel

Erschienen in: Immersive Virtuelle Realität

Verlag: Springer Berlin Heidelberg

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Zusammenfassung

Angesichts der Fähigkeit, sowohl reale als auch imaginäre Szenarien abzubilden, bietet das Medium der immersiven VR eine geeignete Grundlage für die Untersuchung von unterschiedlichsten sozialen und psychologischen Phänomenen. Hierbei können sowohl Untersuchungen durchgeführt werden, die Erfahrungen der physischen Welt entsprechen, als auch solche, die im Realen nicht umsetzbar sind. Somit ist der Einsatz der immersiven VR im Bereich der Sozialwissenschaften naheliegend und bereits in den frühen 1990ern wurde der Nutzen immersiver VR für die Sozialwissenschaften entdeckt (Biocca (1992) J Commun 42:5–5). Die Hoffnung hierbei ist, dass die Erkenntnisse über das menschliche Verhalten, die in immersiven VR-Umgebungen gewonnen werden, entsprechend auf reale Situationen übertragbar sind.

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Fußnoten
1
Eine teilnehmende Beobachtung ist eine Methode der Feldforschung in den Sozialwissenschaften.
 
2
Beim Trolley-Problem (im Deutschen seltener auch als Weichenstellerfall bezeichnet) müssen die Teilnehmer Entscheidungen treffen, in welche Gruppe von Menschen ein Zug fährt, indem sie eine Weiche umstellen oder nicht aktiv handeln.
 
3
Die iGroup ist ein multidisziplinäres Projektkonsortium, welches sich mit neuen Schnittstellen zwischen Menschen und der realen und virtuellen Umwelt befasst. Siehe auch http://​www.​igroup.​org/​pq/​ipq.
 
4
In der ersten Veröffentlichung zum SSQ wurde bei der Berechnung der Gesamtpunktzahl fälschlicherweise die Klammerung weggelassen.
 
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Metadaten
Titel
Forschungsgegenstand und -tool
verfasst von
Matthias Wölfel
Copyright-Jahr
2023
Verlag
Springer Berlin Heidelberg
DOI
https://doi.org/10.1007/978-3-662-66908-2_17