Suppr超能文献

增强现实游戏与临场感:一项系统综述。

Augmented Reality Games and Presence: A Systematic Review.

作者信息

Marto Anabela, Gonçalves Alexandrino

机构信息

Computer Science and Communication Research Centre (CIIC), School of Technology and Management (ESTG), Polytechnic of Leiria, 2411-901 Leiria, Portugal.

出版信息

J Imaging. 2022 Mar 29;8(4):91. doi: 10.3390/jimaging8040091.

Abstract

The sense of presence in augmented reality (AR) has been studied by multiple researchers through diverse applications and strategies. In addition to the valuable information provided to the scientific community, new questions keep being raised. These approaches vary from following the standards from virtual reality to ascertaining the presence of users' experiences and new proposals for evaluating presence that specifically target AR environments. It is undeniable that the idea of evaluating presence across AR may be overwhelming due to the different scenarios that may be possible, whether this regards technological devices-from immersive AR headsets to the small screens of smartphones-or the amount of virtual information that is being added to the real scenario. Taking into account the recent literature that has addressed the sense of presence in AR as a true challenge given the diversity of ways that AR can be experienced, this study proposes a specific scope to address presence and other related forms of dimensions such as immersion, engagement, embodiment, or telepresence, when AR is used in games. This systematic review was conducted following the PRISMA methodology, carefully analysing all studies that reported visual games that include AR activities and somehow included presence data-or related dimensions that may be referred to as immersion-related feelings, analysis or results. This study clarifies what dimensions of presence are being considered and evaluated in AR games, how presence-related variables have been evaluated, and what the major research findings are. For a better understanding of these approaches, this study takes note of what devices are being used for the AR experience when immersion-related feelings are one of the behaviours that are considered in their evaluations, and discusses to what extent these feelings in AR games affect the player's other behaviours.

摘要

多位研究人员通过各种应用和策略对增强现实(AR)中的临场感进行了研究。除了为科学界提供有价值的信息外,新的问题也不断涌现。这些方法各不相同,从遵循虚拟现实的标准来确定用户体验的临场感,到针对AR环境的评估临场感的新提议。不可否认的是,由于可能存在的不同场景,评估AR中的临场感这一想法可能会让人应接不暇,无论是涉及技术设备——从沉浸式AR头显到智能手机的小屏幕——还是添加到真实场景中的虚拟信息量。鉴于AR体验方式的多样性,近期文献将AR中的临场感视为一项真正的挑战,考虑到这一点,本研究提出了一个特定的范围,以探讨当AR用于游戏时的临场感以及其他相关的维度形式,如沉浸感、参与度、具身性或远程临场感。本系统综述遵循PRISMA方法进行,仔细分析了所有报告包含AR活动的视觉游戏且以某种方式包含临场感数据或可能被称为与沉浸感相关的感受、分析或结果的相关维度的研究。本研究阐明了在AR游戏中正在考虑和评估的临场感维度、与临场感相关的变量是如何评估的,以及主要的研究发现是什么。为了更好地理解这些方法,本研究留意了在将与沉浸感相关的感受作为评估中考虑的行为之一时,用于AR体验的设备是什么,并讨论了AR游戏中的这些感受在多大程度上会影响玩家的其他行为。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4d10/9030884/6059508a650d/jimaging-08-00091-g001.jpg

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验