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Designing presence for real locomotion in immersive virtual environments: an affordance-based experiential approach

机译:在沉浸式虚拟环境中设计真实运动的状态:一种基于能力的体验方法

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This paper describes a framework for designing systems for real locomotion in virtual environments (VEs) in order to achieve an intense sense of presence. The main outcome of the present research is a list of design features that the virtual reality technology should have in order to achieve such a goal. To identify these features, an approach based on the combination of two design strategies was followed. The first was based on the theory of affordances and was utilized to design a generic VE in which the affordances of the corresponding real environment could be evoked. The second was the experiential design applied to VEs and was utilized to create an experience of locomotion corresponding to that achievable in a real environment. These design strategies were chosen because of their potential to enhance the sense of presence. The proposed list of features can be utilized as an instrument that allows VE designers to evaluate the maturity of their systems and to pinpoint directions for future developments. A survey analysis was performed using the proposed framework, which involved three case studies to determine how many features of the proposed framework were present and their status. The result of such analysis represented a measure of the completeness of the systems design, of the affordances provided to the user, and a prediction of the sense of presence.
机译:本文介绍了一种用于设计虚拟环境(VE)中的真实运动系统的框架,以实现强烈的临场感。本研究的主要成果是虚拟现实技术为实现该目标而应具有的设计功能列表。为了识别这些特征,遵循了基于两种设计策略的组合的方法。第一种是基于可负担性理论,并被用来设计一个通用的VE,在其中可以唤起相应实际环境的可承受性。第二个是应用于VE的体验设计,并用于创造与真实环境中可实现的运动相对应的运动体验。选择这些设计策略是因为它们具有增强存在感的潜力。提议的功能列表可以用作一种工具,使VE设计人员可以评估其系统的成熟度并为未来的发展指明方向。使用提议的框架进行了一项调查分析,其中涉及三个案例研究,以确定提议的框架有多少功能及其状态。这种分析的结果代表了系统设计的完整性,提供给用户的价格,以及对存在感的预测的度量。

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