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在传统的观念中,文章总是需要一定长度,但是最近的一家科学网络杂志或者会改写这一历史,简述思路杂志Journalof Brief Ideas可接受200或更少单词的文章。该杂志上线后已经接受了少量文章,不过已经引起科学家的关注和讨论。
科学家往往有许多思路,但不一定能真正付诸行动,这样的杂志能给这些潜在优秀的科学思路提供一个发表的平台,这不失为一种理想的手段。也有人对这种文章是否属于真正的文章表示担心,但这里发表的文章具有DOI,题目等信息要素,能作为参考文献被引用。目前发表在这个杂志上的文章不经过同行评议,只采用发表后评议的方法,这将能简化投稿过程,缩短发表的周期。
个人认为,这种杂志作为传统杂志的补充,可以将许多潜在的研究思路发表出来,能大大推动科学交流的效率,应该是一种有生命力的论文发表形式。
我觉得科学网应该主办一家这样的中文网络杂志,暂时命名《中国思路》杂志,字数不限制,尽量短小。鼓励将一些研究思路相关博文编辑发表。
这是最近该杂志发表的论文之一
psychology navigation spatialcognition mentalimagery
Some individuals report experiencing motion sickness when navigating virtual environments. While field-of-view may mediate this effect (Bos et al., 2010), perspective may be another relevant factor. With respect to imagery, first-person perspective has been associated with a greater degree of embodiment than a third-person perspective (Madan & Singhal, 2012; Moran et al., 2015). Participants often navigate a virtual environment from a first-person perspective (e.g., building the environment in a first-person shooter, such as Half-Life 2; Legge et al., 2012). Would these individuals still experience motion sickness if a third-person perspective was used?
Third-person perspective is not without its flaws. By having a visible avatar (e.g., from an over-the-shoulder camera), rather than viewing the environment from the avatar's eyes, there is less immersion-- navigating a virtual environment from this perspective is less similar to how one navigates in the real world. Nonetheless, many games that are presented from the first-person perspective switch to a third-person view during certain activities, e.g., driving. Third-person virtual navigation is also more artificial as it unnaturally allows the player to see around corners and other obstacles, though some games use a third-person perspective precisely for this purpose (e.g., Gears of War). Interestingly, a handful of games allow the player to actively switch perspectives (e.g., Fallout 3, Skyrim, The Talos Principle). Investigating if a third-person perspective can attenuate this induced motion sickness would further our understanding of the role of embodiment in virtual navigation.
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