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Where Am I? How Can I Get There? Impact of Navigability and Narrative Transportation on Spatial Presence

机译:我在哪里?我如何到那里?通航性和叙事性运输对空间存在的影响

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摘要

From video games to virtual worlds on the World Wide Web, modern media are becoming increasingly spatial, with users traversing artificial spaces and experiencing a kind of immersion known as "spatial presence." But how do these media induce spatial presence? Are the affordances for movement provided by these technologies responsible for this illusion? Or do narratives that accompany them persuade us to suspend disbelief and transport ourselves into a virtual space? We explore these theoretical questions by pitting the navigability affordances of a video game against narrative transportation and examining their relative contributions to the formation of spatial presence in a virtual reality context. Results from a large experiment (N = 240) reveal that the narrative actually detracts from spatial presence while traversibility (in the form of greater degrees of steering motion) enhances it even without invoking a mental model of the portrayed environment. Theoretical and practical implications are discussed.
机译:从视频游戏到Internet上的虚拟世界,现代媒体正变得越来越具有空间性,用户遍历人造空间并体验到一种被称为“空间存在”的沉浸式体验。但是这些媒体如何引发空间存在?这些技术为运动提供的负担是否对这种幻想负责?还是伴随着它们的叙事说服我们中止怀疑并把我们自己带入虚拟空间?我们通过将视频游戏的可导航性与叙事性运输相抵触,并研究它们对虚拟现实环境中空间存在形成的相对贡献,来探索这些理论问题。大型实验(N = 240)的结果表明,叙事实际上损害了空间的存在,而可穿越性(以更大程度的转向运动的形式)增强了叙事性,即使不引用所描绘环境的心理模型也是如此。讨论了理论和实践意义。

著录项

  • 来源
    《Human-computer interaction》 |2011年第3期|p.161-204|共44页
  • 作者单位

    University of Missouri 142A Stanley Hall,Columbia,MO 65211;

    The Pennsylvania State University,212 Carnegie Building,University Park,PA 16802;

  • 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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