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评估虚拟现实游戏中的显示逼真度和交互逼真度。

Evaluating display fidelity and interaction fidelity in a virtual reality game.

机构信息

Virginia Tech, USA.

出版信息

IEEE Trans Vis Comput Graph. 2012 Apr;18(4):626-33. doi: 10.1109/TVCG.2012.43.

DOI:10.1109/TVCG.2012.43
PMID:22402690
Abstract

In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

摘要

近年来,消费者见证了一场技术革命,高清、立体电视和自然、基于手势的视频游戏机让他们在家中体验更加逼真。虽然这些体验更加逼真,提供了更高的逼真度,但目前尚不清楚保真度的显示和交互方面的增加如何影响用户体验。由于沉浸式虚拟现实(VR)可以让我们达到非常高的逼真度,因此我们设计并进行了一项研究,该研究使用六面 Cave 分别在极高和极低的水平下评估显示保真度和交互保真度,用于一款 VR 第一人称射击(FPS)游戏。我们的目标是在复杂、性能密集的环境中更好地了解保真度对用户的影响。我们的研究结果表明,显示和交互保真度都会显著影响策略和性能,以及存在感、参与度和可用性的主观判断。特别是,性能结果强烈支持两种情况:低显示、低交互保真度(代表传统的 FPS 游戏)和高显示、高交互保真度(类似于现实世界)。

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