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Influence of Interactivity and Social Environments on User Experience and Social Acceptability in Virtual Reality

机译:相互作用和社会环境对虚拟现实用户体验和社会可接受性的影响

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Nowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-mounted displays. Nevertheless, it is still uncommon to see VR devices used in public settings. In these contexts, unaware bystanders in the surroundings might influence the User Experience (UX) and create concerns about the social acceptability of this technology. The user acts in a Social Environment (SE), characterized by surrounding people's number, proximity, and behavior. Simultaneously, VR applications often require a different degree of interactivity concerning body movements and controllers interaction. In this paper, the influence of Social Environments, and degree of interactivity on User Experience and social acceptability is investigated. Four Social Environments were simulated employing 360° Videos, and two VR games developed with two levels of interactivity. Results showed a statistically significant influence of Social Environments on Overall UX as well as Public VR, Interaction, Isolation, Privacy and Safety acceptability, and of the degree of interactivity on Presence, Valence, Arousal, Overall UX, UX Hedonic quality, and Safety acceptability. Findings indicate that Social Environments and degree of interactivity should be taken into account while designing VR applications.
机译:如今,通过可穿戴的头戴式显示器可以潜在地使用虚拟现实(VR)技术。尽管如此,可以仍然罕见的是在公共设置中看到VR设备仍然罕见。在这些背景下,周围环境中的不拉的旁观者可能会影响用户体验(UX)并创造对这项技术的社会可接受性的担忧。用户在社交环境(SE)中,其特点是周围的人数,接近和行为。同时,VR应用程序通常需要不同程度的身体运动和控制器相互作用。本文研究了社会环境的影响以及对用户体验和社会可接受性的相互作用程度。模拟了使用360°视频的四种社交环境,以及两个具有两个级别的相互作用的VR游戏。结果表明社会环境对整体UX以及公共VR,相互作用,隔离,隐私和安全可接受性以及对存在,价值,唤醒,总体UX,UX HEDONIC质量和安全可接受性的相互作用程度的统计上显着的影响。调查结果表明,在设计VR应用程序时,应考虑社会环境和交互程度。

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