How Do We Read Texts in VR?: The Effects of Text Segment Quantity and Social Distraction on Text Readability in Virtual Museum Contexts.

IF 6.5
Jungmin Lee, Hyuckjin Jang, Jeongmi Lee
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Abstract

Virtual museums are increasingly used to present cultural and educational content, often relying on textual descriptions to convey essential information. However, when users interact with text objects in virtual environments, the optimal text segment quantity for readability and comprehension remains unclear, especially when social distractions such as other visitors are present. This study investigated the effects of text segment quantity and the presence of other visitors on text readability and comprehension in the context of virtual museums. Participants read exhibit descriptions under four text-segment length conditions (1, 2, 4, and 8 lines) with or without simulated visitor agents. The results indicated that readability and comprehension were maximized when text was presented in intermediate segmentation lengths (2 and 4 Lines), while both excessively short (1 line) and long (8 lines) text segments hindered reading performance. Additionally, a significant interaction between text length and the presence of visitors was observed. Specifically, the presence of visitors led to increased comprehension task completion times only in the intermediate segmentation conditions, suggesting that social presence imposes an additional cognitive demand as social distractions in optimal text segment conditions. These findings provide empirical guidelines for designing effective text-based information systems in virtual museums, optimizing both user engagement and learning outcomes in immersive cultural environments.

我们如何在VR中阅读文本?虚拟博物馆语境中文本片段数量和社交干扰对文本可读性的影响。
虚拟博物馆越来越多地用于展示文化和教育内容,往往依靠文字描述来传达重要信息。然而,当用户在虚拟环境中与文本对象交互时,可读性和理解的最佳文本段数量仍然不清楚,特别是当其他访问者等社交干扰存在时。本研究探讨了在虚拟博物馆的背景下,文本片段数量和其他参观者的存在对文本可读性和理解的影响。参与者在四种文本段长度条件下(1、2、4和8行)阅读展览描述,有或没有模拟访客代理。结果表明,当文本以中等长度(2行和4行)呈现时,可读性和理解性最大,而过短(1行)和过长(8行)的文本片段都会影响阅读性能。此外,文本长度和访问者的存在之间存在着显著的相互作用。具体而言,访客的存在仅在中间分词条件下导致理解任务完成时间的增加,这表明在最佳文本分词条件下,社交存在作为社交干扰施加了额外的认知需求。这些发现为在虚拟博物馆中设计有效的基于文本的信息系统,优化沉浸式文化环境中的用户参与度和学习成果提供了经验指导。
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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