首页> 外文会议>2018 IEEE Conference on Virtual Reality and 3D User Interfaces >Any “Body” There? Avatar Visibility Effects in a Virtual Reality Game
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Any “Body” There? Avatar Visibility Effects in a Virtual Reality Game

机译:有人在吗?虚拟现实游戏中的头像可见性效果

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This article presents an experiment exploring the possible impact of avatar's body part visibility on players' experience and performance using current Virtual Reality (VR) gaming platform capacities. In an action-based VR game, a player sees an avatar in first person perspective which is replicating his/her hand, head and body motion. In contrast to the expected outcome from non-game VR contexts, our results did not reveal significant differences with an avatar presenting an increasing number of visible body parts. The body ownership, immersion, emotional and cognitive involvements as well as the perceived control and difficulty were not improved with a more coherent virtual body. This tends to confirm the strong performance aspect of action-based games, whereby control efficiency and enemy awareness is paramount, and could overcome the perceptual, behavioural or emotional effects of avatar embodiment. Digital games are indeed prone to create an intense flow state typically reducing self-awareness, and focusing on the game completion and high performance achievements. However, further experiments with full-body tracking and different game types are necessary to confirm this trend. This research outcome motivates further analysis of the mutual influence of bottom-up and top-down factors of avatar embodiment causing psychophysical effects. In addition, it provides useful indications for VR game developers and researchers on possible effects and evaluation methods.
机译:本文提供了一个实验,探讨了使用当前虚拟现实(VR)游戏平台功能,化身的身体部位可见度对玩家体验和性能的可能影响。在基于动作的VR游戏中,玩家会看到第一人称视角的化身,该化身正在复制他/她的手,头和身体的动作。与非游戏VR环境的预期结果相反,我们的结果并未显示出虚拟形象呈现出越来越多的可见身体部位的显着差异。更加连贯的虚拟身体无法改善身体的拥有权,沉浸感,情感和认知的参与以及感知的控制和困难。这倾向于证实基于动作的游戏的强大性能方面,其中控制效率和敌人意识至关重要,并且可以克服化身体现的感知,行为或情感影响。实际上,数字游戏容易产生强烈的流动状态,通常会降低自我意识,并专注于游戏的完成和高性能成就。但是,必须进行全身追踪和不同游戏类型的进一步实验才能确认这种趋势。该研究成果促使人们进一步分析导致心理心理影响的化身体现的自下而上和自上而下的因素。此外,它为VR游戏开发人员和研究人员提供了可能的效果和评估方法的有用指示。

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