破冰:影响沉浸式共同创造环境表现的因素

M. Pallot, O. Christmann, S. Richir, L. Dupont, Vincent Boly, L. Morel
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引用次数: 13

摘要

正如之前的研究所揭示的那样,吸引用户共同创建替代解决方案和使用场景并不那么明显。通常,它需要昂贵的高科技资源,例如CAVE (CAVE自动虚拟环境),以建立一个沉浸式的环境,在这个环境中,所有项目涉众,特别是用户,都会感到足够舒适,可以释放他们有价值的贡献。我们之前对低成本沉浸式环境的实证研究揭示了接近现实生活沉浸的巨大潜力,它满足了生活实验室的现实主义原则,促进了用户对替代解决方案和使用场景的贡献。然而,之前的工作在通过个体在不同类型的沉浸式平台中自然行为的能力来解决个体问题方面存在局限性。进一步,本文提出了一项调查的结果,以确定和解开共同创造背景下群体沉浸的特征因素,而不是个人沉浸。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ICE Breaking: Disentangling Factors Affecting the Performance of Immersive Co-creation Environments
Engaging users for co-creating alternative solutions and usage scenarios is, as revealed in previous studies, not so obvious. Very often, it necessitates expensive high-tech resources, such as a CAVE (Cave Automatic Virtual Environment), for setting-up an immersive environment in which all project stakeholders, especially users, would feel confortable enough for unleashing their valuable contribution. Our previous empirical study on low-cost immersive environments has unveiled the great potential of close-to-real-life immersion that fulfils the realism principle of a Living Lab facilitating users' contribution to alternative solutions and usage scenarios. However, this previous work had a limit of addressing individuals through their capacity of behaving naturally within different types of immersive platforms. As a step further, this paper presents the outcomes of an investigation to identifying and disentangling factors characterising a group immersion in the context of co-creation instead of an individual's immersion.
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