An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games

John Porter, Andrew C. Robb
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引用次数: 11

Abstract

Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have found their way into consumer homes. In this paper, we sought to understand what shifts have taken place within the two years since consumer VR became available. In this paper, we consider what can be learned about long-term use of consumer VR through an analysis of discussions in online forums devoted to VR. We gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive's release. We present the results from an in-depth qualitative analysis concerning immersion, presence, and simulator sickness. Over time, as users moved from passive to active, their attitudes and expectations towards immersion and simulator sickness matured. Major trends of interest found were game design implementation and locomotion techniques.
消费者对VR游戏中存在感和模拟器病的纵向趋势分析
自2016年Oculus Rift CV1发布以来,数以百万计的VR头显已经进入了消费者的家庭。在本文中,我们试图了解自消费者虚拟现实问世以来的两年内发生了哪些变化。在本文中,我们通过分析在线论坛上关于虚拟现实的讨论,考虑了消费者长期使用虚拟现实可以学到什么。我们收集了在HTC Vive发布后的头两年里reddit /r/Vive版块上的帖子。我们提出的结果从深入的定性分析有关沉浸,在场,和模拟器病。随着时间的推移,随着用户从被动转向主动,他们对沉浸感和模拟器疾病的态度和期望也逐渐成熟。我们发现的主要趋势是游戏设计执行和移动技术。
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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