American Journal of Speech-Language Pathology2026年9月17日

沉浸式虛擬實境對年輕與年長成人語篇產出的影響

// The Effects of Immersive Virtual Reality on Discourse Production in Younger and Older Adults

研究在年輕(n=45)與年長(n=33)成人比較沉浸式VR與2D圖片敘述|VR增加兩組總語句與詞數;年長者另有MLU(平均語句長)延長及開類詞(內容詞)比例上升|詞彙多樣度(MATTR)與嵌入子句不變;但年長者對VR可用性挑戰較大

// This study tested whether immersive virtual reality (VR) changes discourse production compared with traditional 2-D picture descriptions and assessed usability in younger (n=45) and older (n=33) adults. Participants described two standard images presented either as colored 2-D pictures or as immersive 3-D VR in counterbalanced sessions; speech samples were analyzed for utterances, words, mean length of utterance (MLU), word-class proportions, lexical diversity (MATTR), and embedded clauses, and participants completed a VR usability survey. VR produced more total utterances and words across both groups, while older adults also showed longer MLUs and a shift toward more open-class (and fewer closed-class) words in VR; MATTR and embedded clause use did not change. The authors conclude VR can boost language output but alters some aspects of older adults’ speech and poses greater usability challenges for older users.

Published 2026年9月11日

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