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Analyzing the Adequacy of Interaction Paradigms in Artificial Reality Experiences

机译:人工现实经验中互动范式的充分性分析

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摘要

In Artificial Reality experiences, that is, interactive, unencumbered, full-body, 2D vision-based virtual reality (VR) experiences (heirs of the seminal Videoplace by Myron Krueger), there are two possible interaction paradigms, namely, first-person and third-personwhich differ significantly from the classic VR first- and third-person notions. Up until now, these two paradigms had not been compared or objectively analyzed in such systems. Moreover, most systems are based on the third-person paradigm without a specific justification, most probably due to the influence of the original Videoplace system and because it is the only paradigm available in commercial development tools and leisure systems. For example, many rehabilitation projects have chosen to use these VR systems because of their many advantages. However, most of these projects and research have blindly adopted the third-person paradigm. Hence, the field of virtual rehabilitation has analyzed the beneficial properties of these systems without considering the first-person paradigm that could potentially present better adequacy. To find and understand potential differences between the two paradigms, we have defined an application categorization from which we developed two full-body interactive games and set up an experiment to analyze each game in both paradigms. We studied how 39 participants played these games and we quantitatively and qualitatively analyzed how each paradigm influenced the experience, the activity and the behavior of the users and the efficiency in accomplishing the required goals. We present the results of these experiments and their general implications, and especially for virtual rehabilitation due to the potential impact these systems may have in the well-being of many people.
机译:在人工现实体验中,即交互式,不受阻碍的,基于2D视觉的全身虚拟现实(VR)体验(Myron Krueger的开创性Videoplace的继承人)中,存在两种可能的交互范例,即第一人称和第三人称视角与经典的VR第一人称视角和第三人称视角明显不同。到目前为止,在这样的系统中还没有对这两种范例进行比较或客观分析。此外,大多数系统都基于第三人称范式,没有特定的依据,这很可能是由于原始Videoplace系统的影响,并且它是商业开发工具和休闲系统中唯一可用的范式。例如,许多康复项目因其许多优势而选择使用这些VR系统。但是,大多数这些项目和研究都盲目地采用了第三人称范式。因此,虚拟康复领域已经分析了这些系统的有益特性,而没有考虑可能表现出更好的适应性的第一人称范例。为了发现和理解这两种范例之间的潜在差异,我们定义了一个应用程序分类,从中我们开发了两个全身互动游戏,并建立了一个实验来分析这两种范例中的每个游戏。我们研究了39名参与者如何玩这些游戏,并定量和定性地分析了每种范式如何影响用户的体验,活动和行为以及实现所需目标的效率。我们介绍了这些实验的结果及其一般含义,尤其是对于虚拟康复而言,由于这些系统可能对许多人的健康产生潜在影响。

著录项

  • 来源
    《Human-computer interaction》 |2013年第2appa期|77-114|共38页
  • 作者

    Pares Narcis; Altimira David;

  • 作者单位

    Univ Pompeu Fabra, ICT Dept, Cognit Media Technol Grp, Barcelona 08018, Spain;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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