Chan In Sio, Alex Mann, Qian Ming Jia, Xuecheng Guo, Yan Zhuo, Xinyu Ning, Kaikuo Liao, Lik-Hang Lee · 2026 · arXiv (Cornell University)
DOI: 10.48550/arxiv.2610.30731 · cited by 0 works (OpenAlex) · open-access PDF
Люди с репродуктивным погружением на VR и другими формами короткого роста могут столкнуться с барьерами, созданными средами с фиксированной высотой и дискриминационными социальными предположениями. Эта статья оценивает Big World, Little Me, полный 10-минутный видеоролик от первого лица, записанный из среды VR на основе Unity. Рассказ представляет одинаковые основные события. Рассказное участие было выше для прохождения через экран ($M=5.54$, $SD=0.51$) для слайдов ($M=4.24$, $SD=0.73$) в возрасте от 15 до 48 лет, а также для более высокой информации ($M=4.24$, $SD=0.73$), средняя разница между медийной динамикой составляет $1.30$, 95%
Machine translation (Meta M2M100); the English original follows.
People with dwarfism and other forms of short stature may encounter barriers created by fixed-height environments and discriminatory social assumptions. This paper evaluates Big World, Little Me, a 10 min 52 s first-person walkthrough recorded from a Unity-based VR environment. The narrative depicts domestic reachability, public-transport, and employment barriers. In a non-randomised between-subjects study, 100 participants aged 15--48 years viewed either the fixed-duration audiovisual walkthrough or a silent, self-paced 27-slide presentation representing the same principal events. Narrative engagement was higher for the walkthrough ($M=5.54$, $SD=0.51$) than for the slides ($M=4.24$, $SD=0.73$), mean difference $=1.30$, 95% CI [1.05, 1.55], Hedges' $g=2.05$, $p<.001$. State empathy was also higher for the walkthrough ($M=3.15$, $SD=0.33$) than for the slides ($M=2.21$, $SD=0.60$), mean difference $=0.94$, 95% CI [0.74, 1.13], Hedges' $g=1.91$, $p<.001$. Exploratory supportive-intention ratings increased more in the walkthrough condition than in the slide condition. Participants also rated the walkthrough as more dynamic, continuous, spatially clear, and information-rich. The findings indicate stronger immediate responses to the complete walkthrough format, but do not isolate the effects of motion, continuity, pacing, information quantity, or participant control. The walkthrough should be understood as screen-based VR-authored media rather than immersive VR or a reproduction of lived experience.
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Topics: Software walkthrough, Narrative, Presentation (obstetrics), Significant difference, Psychology, Computer science
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