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Design Principles for Room-Scale Virtual Reality: A Design Experiment in Three Dimensions

机译:房间规模虚拟现实的设计原理:三维设计实验

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摘要

Virtual reality hardware, and software tools that support developing for virtual reality applications, are rapidly maturing. Specifically, room-scale virtual reality hardware that lets users walk around in virtual environments is becoming increasingly easier to purchase and adopt. With this follows a need for researching potential design theories for how to design and evaluate this class of systems. We contribute with a nascent design theory containing a high-level conceptual framework of dimensions and design principles of how to design room-scale virtual reality applications that create engaging user experiences. We identify meta-requirements from kernel theories from the human-computer interaction paradigm and evaluate two different VR artefacts and their applicability. Two central, higher level design principles are derived from the evaluation.
机译:支持开发虚拟现实应用程序的虚拟现实硬件和软件工具正在迅速成熟。特别是,允许​​用户在虚拟环境中四处走动的房间级虚拟现实硬件变得越来越易于​​购买和采用。随之而来的是,需要研究有关如何设计和评估此类系统的潜在设计理论。我们提供了一个新生的设计理论,其中包含高级的尺寸概念框架和设计原理,这些原理和原理如何设计可创建引人入胜的用户体验的房间规模虚拟现实应用程序。我们从人机交互范例的核心理论中识别出元需求,并评估了两个不同的VR人工制品及其适用性。评估得出了两个较高的中心设计原则。

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