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Presence in Altered Environments: Changing Parameters Changing Presence

机译:改变环境中的存在:更改参数和更改的存在

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The U. S. Army Research Institute (ARI) has been investigating the use of Virtual Environments (VE) for Dismounted Soldier simulations for several years. One constant issue investigated in the research program has been the issue of Presence. Presence has been defined as the subjective experience of being in one place or environment, even when one is physically situated in another (Witmer & Singer, 1998). In recent research examining performance during a search task with and without a body-matching avatar, no differences were found in the evaluation of presence (Singer, Ehrlich, & Allen, 1998). A recent replication and extension of that research incorporated additional visual display characteristics in a between groups design. The research replicated the previous Virtual Environment (VE) conditions and added expanded display conditions using real world (RW) display mockups, with appropriately reduced resolution and diminished luminance. The four RW conditions were matched to normal helmet mounted displays, doubled the horizontal view, doubled the vertical view, or presented a "normal" field of view. In both the VE and RW conditions, participants were required to perform two tasks in three rooms. In the first room participants were required to follow a marked course as rapidly as possible. In the second and third rooms the participants were required to search for and acquire floor targets in order and drop markers into them. Analysis of the VE presence scores replicated the previous results, finding no difference in rated presence, with the exception of the Naturalness subscale. The Disembodied point of view was rated more natural than the avatar condition. In comparisons between the VE and the matching FOV RW condition, the RW conditions were significantly lower than the VE. However, within only the RW conditions, the Involved/Control subscale was always rated significantly higher than the VE matching condition. It may be that the avatar representation did not provide the immediately obvious information that it was intended to provide, and required longer adaptation times. The Control superiority over a restricted FOV with diminished resolution would seem to also fit this argument, in that hindering or diminishing interactions with the experienced world diminishes the amount of presence one has in the world.
机译:美国陆军研究所(ARI)一直在调查使用虚拟环境(VE)了解了几年的士兵模拟。研究计划中调查的一个不断的问题一直是存在的问题。即使一个人位于另一个地方或环境中,存在的主观经历也被定义为在一个地方或环境中(Witmer&Singer,1998)。在最近的研究中,在没有身体匹配的头像的搜索任务期间检查表现,在存在的评估中没有发现差异(歌手,Ehrlich,&allen,1998)。最近的复制和扩展该研究在组设计之间的额外视觉显示特征掺入了额外的视觉显示特征。该研究复制了先前的虚拟环境(VE)条件,并使用现实世界(RW)显示模型添加了扩展的显示条件,具有适当降低的分辨率和减少亮度。四个RW条件与普通头盔安装的显示器匹配,水平视图加倍,垂直视图加倍,或呈现“正常”视野。在VE和RW条件下,参与者被要求在三个房间执行两项任务。在第一个房间,所以需要尽可能快地遵循标记的课程。在第二个和第三室中,参与者被要求搜索和获取地板目标,并将标记放入其中。对VE存在分数的分析复制了先前的结果,在额定存在中找不到差异,除了自然分类。 DisoModied的观点被评为比头像条件更自然。在VE和匹配FOV条件之间的比较中,RW条件明显低于VE。然而,在RW条件下,所涉及的/控制子等额定额定值明显高于VE匹配条件。可能是头像表示没有提供它旨在提供的明显的信息,并要求更长的适应时间。通过减少分辨率的受限制FOV的控制优势似乎也适合这种论点,因为与经验丰富的世界的互动或递减的互动减少了世界上的存在量。

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