New proxemics in new space: proxemics in VR

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Ikhwan Kim, Junghan Sung
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Abstract

With the development of computer technology, it is possible to design virtual reality (VR) media that provides services to multiple users. Hall’s proxemics theory, which holds that the distance varies depending on the relationship between people, has been applied when designing VR in such media. However, this concept was usually applied to designs without criticism and without confirming whether proxemic distances established in physical space are equally valid in VR. This study investigated how proxemics in VR activate differently from those in a physical space. We measured the distance and the number of instances of direct contact between people, with 69 participants from Korea and Turkiye. As a result, a proxemics pattern similar to that of a physical space appeared in VR. However, the average distance between participants in the VR was about 160% greater than in the physical space. Also, we could observe direct contact up to 260% more in the VR than in the physical space. We analyzed the collected data using Bayesian ANOVA and t-tests. We could clarify the difference between the two proxemics in physical space and VR, but the reason for the phenomenon has yet to be discovered. However, this study is meaningful because any industry designing VR, such as those in digital games, can directly apply the findings to manipulate multiple users’ emotions and experiences more efficiently. Additionally, this study provides directions for any future studies discussing VR design.

Abstract Image

新空间中的新近距学:VR 中的近距学
随着计算机技术的发展,设计能为多个用户提供服务的虚拟现实(VR)媒体成为可能。霍尔的近距离理论认为,距离因人与人之间的关系而异,在设计此类媒体的虚拟现实时已被应用。然而,这一概念在设计中的应用通常没有经过批判,也没有确认在物理空间中建立的近距离是否在 VR 中同样有效。本研究调查了 VR 中的近距离激活方式与物理空间中的近距离激活方式有何不同。我们测量了人与人之间的距离和直接接触的次数,69 名参与者来自韩国和土耳其。结果发现,在 VR 中出现了与物理空间类似的近距离模式。不过,在 VR 中,参与者之间的平均距离比物理空间中大 160%。此外,我们在 VR 中观察到的直接接触比在物理空间中多 260%。我们使用贝叶斯方差分析和 t 检验对收集到的数据进行了分析。我们可以明确物理空间和 VR 中两种接近方式之间的差异,但这一现象的原因仍有待发现。不过,这项研究还是很有意义的,因为任何设计 VR 的行业,如数字游戏行业,都可以直接应用研究结果,更有效地操纵多个用户的情绪和体验。此外,本研究还为今后讨论 VR 设计的任何研究提供了方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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