首页> 外文期刊>IEEE transactions on visualization and computer graphics >Immersion and Coherence: Research Agenda and Early Results
【24h】

Immersion and Coherence: Research Agenda and Early Results

机译:浸入与连贯性:研究议程和早期结果

获取原文
获取原文并翻译 | 示例
       

摘要

Presence has been studied in the context of virtual environments for nearly thirty years, but the field has yet to reach consensus on even basic issues of definition and measurement, and there are many open research questions. We gather many of these open research questions and systematically group them according to what we believe are five key constructs that inform user experience in virtual environments: immersion, coherence, Place Illusion, Plausibility Illusion, and presence. We also report on the design and results of a study that investigated the effects of immersion and coherence on user experience in a stressful virtual visual cliff environment. In this article, each participant experienced a given VE in one of four conditions chosen from a 2x2 design: high or low levels of immersion and high or low levels of coherence. We collected both questionnaire-based and physiological metrics. Several existing presence questionnaires could not reliably distinguish the effects of immersion from those of coherence. They did, however, indicate that high levels of both together result in higher presence, compared any of the other three conditions. This suggests that "breaks in PI" and "breaks in Psi" belong to a broader category of "breaks in experience," any of which result in a degraded user experience. Participants' heart rates responded markedly differently in the two coherence conditions; no such difference was observed across the immersion conditions. This indicates that a VE that exhibits unusual or confusing behavior can cause stress in a user that affects physiological responses, and that one must take care to eliminate such confusing behaviors if one is using physiological measurement as a proxy for subjective experience in a VE.
机译:已经在虚拟环境的背景下研究了近三十年的情况,但该领域尚未达到甚至是定义和测量的基本问题的共识,并且有许多开放的研究问题。我们收集许多这些开放的研究问题,并根据我们所认为的五个关键构造,这些关键构造在虚拟环境中通知用户体验:浸入,一致性,放置幻觉,合格性错觉和存在。我们还报告了研究的设计和结果,调查了浸入和一致性对压力虚拟视觉悬崖环境中的用户体验的影响。在本文中,每个参与者在从2x2设计中选择的四种条件中经历了给定VE:高或低水平的浸泡和高或低相干程度。我们收集了基于调查问卷和生理指标。几个现有的存在问卷无法可靠地区分浸入连贯性的影响。然而,它们确实表明,在相比之下的任何三种条件下,它们都表明既有高水平导致较高的存在。这表明“PI中的休息”和“PSI中的休息”属于更广泛的“经验中的休息”类别,其中任何一个都会导致劣化的用户体验。参与者的心率在两个相干条件下显着反应地反应;在浸没条件下没有观察到这种差异。这表明表现出不寻常或混淆行为的VE可能会导致影响生理反应的用户的压力,如果一个人使用生理测量作为一个代表在VE中的主观经验的代理,则必须注意消除这种令人困惑的行为。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号