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Exploring the validity of using immersive virtual reality technique on perceived crowding of recreational environment

机译:探索使用沉浸式虚拟现实技术对娱乐环境的挤拥挤的有效性

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摘要

Perceived crowding is one of the important evaluative factors for environment quality. As a result, understanding the levels of perceived crowding is highly valued in recreation. According to previous studies, the earliest way to measure perceived crowding is to use the 9-point Likert scale. The smaller the figure, the less the users feel crowded on the spot. However, there are also different methods used in those studies to discuss the relationships between user's perceived crowding and other variables; including on-site survey, mail survey, picture simulation or virtual reality (VR). Among those different methods, as the new technology, VR may be considered the an appropriate research tool for the front-country crowing studies. In order to eliminating the limitations imposed by previous studies on measuring perceived crowding and understanding the potential of using IVR technology to measure perceived crowding. We used three studies to discuss the difference between photos and IVR, the difference between on-site experience and IVR, and the difference between on-site photo and VE in IVR method. This study progressively proves that: 1) IVR was more sensitive than photo evaluation method, and 2) IVR was not different from the on-site experience. 3) When IVR is used for research, there was no difference between on-site photo and VE. The results suggested that IVR might be more close to real on-site perceived crowding than traditional photo method; and it is possible to use 3D simulations in IVR.
机译:感知拥挤是环境质量的重要评价因素之一。因此,了解感知拥挤的水平在娱乐中受到高度重视。根据以前的研究,最早测量被感知拥挤的方法是使用9点李克特量表。这个数字越小,用户在现场感到越少。然而,这些研究中也存在不同的方法,以讨论用户感知拥挤和其他变量之间的关系;包括现场调查,邮件调查,图片仿真或虚拟现实(VR)。在这些不同的方法中,作为新技术,VR可以被认为是前国漫游研究的适当研究工具。为了消除以前关于测量感知拥挤和了解使用IVR技术来衡量感知拥挤的潜力的限制。我们使用了三项研究来讨论照片与IVR之间的差异,现场体验和IVR之间的差异,以及IVR方法中的现场照片与VE之间的差异。本研究逐步证明:1)IVR比照片评价方法更敏感,2)IVR与现场经验没​​有不同。 3)当IVR用于研究时,现场照片和VE之间没有区别。结果表明IVR可能比传统照片方法更接近真实的现场感知拥挤;并且可以在IVR中使用3D模拟。

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