Going Beyond the Ordinary - User Perceptions of the Impact of Multisensory Elements on Presence in Virtual Reality at the Royal Opera House.

IF 1.8 4区 心理学 Q3 BIOPHYSICS
Andy T Woods, Marusa Levstek, Jamie Moffatt, Mark Lycett, Laryssa Whittaker, Polly Dalton
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引用次数: 0

Abstract

This exploratory study investigates the relative impacts of incorporating additional sensory- and embodiment-enhancing elements into virtual reality (VR) experiences beyond standard headset features, including vibrating floors, blowing wind, accurately rendered hands, free-roam walking and seeing avatars of real people; the outcome is sometimes called a hyper-reality experience. After taking part in the Current Rising immersive experience at the Royal Opera House, 726 participants completed a survey examining the different perceived impacts the various additional elements were thought to have on presence. Blowing wind and free-roam walking were thought to be most impactful on presence, followed by floor vibration (contrary to expectations), along with seeing avatars. Conversely, virtual hands were thought to exhibit the least influence, despite being rendered with greater detail and precision than those commonly found in standard VR applications. Past VR experience only minimally affected these reported impacts, suggesting that hyper-reality experiences introduce novel elements even to experienced users. By looking at the perceived impact on presence over a rich, holistic range of factors (multisensory elements, virtual bodies, prior experience and enjoyment) in a real-world cultural experience, these findings offer practical guidance for immersive experience designers and researchers to optimise presence. Future research should explore more nuanced assessments of presence and consider non-correlational experimental designs that mitigate various highlighted potential biases and confounding factors.

超越平凡——在皇家歌剧院的虚拟现实中,用户感知多感官元素对存在感的影响。
本探索性研究探讨了在标准耳机功能之外,将额外的感官和体现增强元素融入虚拟现实(VR)体验的相对影响,包括振动地板、吹风、精确渲染的手、自由漫游行走和看到真人的化身;这种结果有时被称为超现实体验。726名参与者在参加了皇家歌剧院的“当前崛起”沉浸式体验后,完成了一项调查,调查了各种额外元素对存在感的不同感知影响。人们认为,刮风和自由漫步对存在感的影响最大,其次是地板振动(与预期相反),以及看到虚拟形象。相反,虚拟手被认为表现出最小的影响,尽管比标准VR应用程序中常见的渲染细节和精度更高。过去的VR体验对这些报告的影响很小,这表明即使对经验丰富的用户来说,超现实体验也会引入新颖的元素。通过观察现实世界文化体验中丰富、全面的因素(多感官元素、虚拟身体、先前体验和享受)对存在感的感知影响,这些发现为沉浸式体验设计师和研究人员优化存在感提供了实用指导。未来的研究应该探索更细致的存在评估,并考虑非相关的实验设计,以减轻各种突出的潜在偏见和混淆因素。
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
Multisensory Research
Multisensory Research BIOPHYSICS-PSYCHOLOGY
CiteScore
3.50
自引率
12.50%
发文量
15
期刊介绍: Multisensory Research is an interdisciplinary archival journal covering all aspects of multisensory processing including the control of action, cognition and attention. Research using any approach to increase our understanding of multisensory perceptual, behavioural, neural and computational mechanisms is encouraged. Empirical, neurophysiological, psychophysical, brain imaging, clinical, developmental, mathematical and computational analyses are welcome. Research will also be considered covering multisensory applications such as sensory substitution, crossmodal methods for delivering sensory information or multisensory approaches to robotics and engineering. Short communications and technical notes that draw attention to new developments will be included, as will reviews and commentaries on current issues. Special issues dealing with specific topics will be announced from time to time. Multisensory Research is a continuation of Seeing and Perceiving, and of Spatial Vision.
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