存在元素的二分法:地点和内容

Dongsik Cho, Jihye Park, G. Kim, Sangwoo Hong, S. Han, Seungyong Lee
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引用次数: 40

摘要

虚拟现实系统的目标和定义特征之一是创造“存在感”并欺骗用户,使其相信自己正在“在”合成环境中做某事。迄今为止,大多数关于临在的研究和论文都是针对临在的定义,并在此基础上确定影响临在的关键因素。我们进行了一项精心设计的实验,在由六种视觉存在元素的不同组合组成的测试虚拟世界中测量存在水平(用主观问卷)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The dichotomy of presence elements: the where and what
One of the goals and defining characteristics of virtual reality systems is to create "presence" and fool the user into believing that one is, or is doing something "in" the synthetic environment. Most research and papers on presence to date have been directed toward coming up with the definitions of presence, and based on them, identifying key elements that affect presence. We carried out an elaborate experiment in which presence levels were measured (with subjective questionnaire) in test virtual worlds configured with different combinations of six visual presence elements.
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