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一项使用消费级虚拟现实设备进行的关于临场感和具身性的“野外”实验。

An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment.

作者信息

Steed Anthony, Frlston Sebastian, López María Murcia, Drummond Jason, Pan Ye, Swapp David

出版信息

IEEE Trans Vis Comput Graph. 2016 Apr;22(4):1406-14. doi: 10.1109/TVCG.2016.2518135. Epub 2016 Jan 14.

Abstract

Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted 'in the wild', in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devices were invited by web pages and email invitation to download and run an app that presented a scenario where the participant would sit in a bar watching a singer. Each participant saw one of eight variations of the scenario: with or without a self-avatar; singer inviting the participant to tap along or not; singer looking at the participant or not. Despite the uncontrolled situation of the experiment, results from an in-app questionnaire showed tentative evidence that a self-avatar had a positive effect on self-report of presence and embodiment, and that the singer inviting the participant to tap along had a negative effect on self-report of embodiment. We discuss the limitations of the study and the platforms, and the potential for future open virtual reality experiments.

摘要

消费级虚拟现实系统如今正变得广泛可得。我们报告了一项关于虚拟现实中的临场感和身体沉浸感的研究,该研究是在自然环境下进行的,即数据是从消费者在不受控制的环境中所拥有的设备上收集的,而非在传统实验室环境中。通过网页和电子邮件邀请三星Gear VR和谷歌纸板设备的用户下载并运行一款应用程序,该程序呈现了一个场景,参与者会坐在酒吧里观看一名歌手表演。每位参与者看到该场景的八种变体之一:有或没有自我化身;歌手是否邀请参与者跟着节奏轻拍;歌手是否看向参与者。尽管实验情况不受控制,但应用内问卷调查的结果显示了初步证据,表明自我化身对临场感和身体沉浸感的自我报告有积极影响,而歌手邀请参与者跟着节奏轻拍对身体沉浸感的自我报告有消极影响。我们讨论了该研究和平台的局限性,以及未来开放式虚拟现实实验的潜力。

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