虚拟访问:基于ar的逼真视频通信工具的用户体验评估

Marina Alvarez, A. Toet, S. Dijkstra-Soudarissanane
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引用次数: 1

摘要

社交沟通越来越多地通过视频沟通(VC)工具进行,如Teams或Zoom。尽管VC是一种有效的远程维持关系的方式,但它在创造一种社会联系感方面仍然有限,因为这种互动不像实际接触那样自然。我们评估了基于增强现实(AR)的新型逼真风险投资工具的用户体验,并将其与流行的风险投资工具(MS Teams)进行了比较,重点关注它们提供的社交存在感。参与者体验了其中一种系统,并回答了一份关于他们体验的问卷。在AR条件下,参与者感知到远端人投射在其本地背景中的3D图像(图1)。在“常规视频通话”条件下,使用MS Teams,参与者在远程背景中感知远程人员的2D图像。测量的变量包括社会存在、人际亲密度、全球用户体验、通话持续时间和对时间的感知、行为和对AR工具的态度。在社会存在、人际亲密度和整体用户体验的主观测量中,没有发现显著差异。在通话时长和时间感知方面也没有显著差异。然而,行为分析表明,使用AR工具的参与者使用更多的手势(非语言交流),表现出更放松的态度,笑得更频繁。虽然我们没有发现任何证据表明它提供了更多的社交存在,但AR通信工具似乎引发了更自然的行为。这两种情况在社交存在和全球用户体验方面都获得了高分。对开放问题和评论的定性分析表明,沟通伙伴的人形形象是推动这些分数的主要因素,并建议对未来的系统设计进行改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Visits: UX Evaluation of a Photorealistic AR-based Video Communication Tool
Social communication is increasingly performed through video communication (VC) tools such as Teams or Zoom. Although VC is an effective way to maintain relationships remotely, it is still limited in creating a sense of social connectedness since the interaction does not feel as natural as a physical encounter. We evaluated the user experience of a new photorealistic VC tool based on augmented reality (AR) compared with a popular VC tool (MS Teams), focusing on the feeling of social presence they provide. Participants experienced one of the systems and answered a questionnaire about their experience. In the AR condition, participants perceived a 3D image of the remote person projected in their local background (Fig.1). In the "regular video call" condition, using MS Teams, participants perceived a 2D image of the remote person in the remote background. The variables measured were social presence, interpersonal closeness, global user experience, duration of calls and perception of time, behaviour, and attitude toward the AR tool. No significant differences were found in subjective measures of social presence, interpersonal closeness, and global UX. There were also no significant differences in the duration of calls or time perception per condition. However, behavioural analysis showed that with the AR tool participants used significantly more hand gestures (non-verbal communication), showed a more relaxed attitude and laughed more frequently. Although we did not find any evidence that it provides more social presence, the AR communication tool appears to induce more natural behaviour. Both conditions received high scores on social presence and global UX. Qualitative analysis of open questions and comments showed that the human-sized image of the communication partner was the main factor driving these scores and suggested improvements for future system design.
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