无缝跨现实中断的叙事表示

Matthew Gottsacker, Nahal Norouzi, Kangsoo Kim, G. Bruder, G. Welch
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引用次数: 19

摘要

虚拟现实(VR)头戴式显示器的封闭设计极大地限制了用户对现实世界环境的认识。当同一物理空间中的另一个人需要打断VR用户进行简短对话时,这就带来了挑战。这种干扰,例如,轻拍VR用户的肩膀,可能会导致存在性中断(BIP),这会影响他们的位置和合理性错觉,并可能导致他们的虚拟活动性能下降。最近的研究发现与描述(表示体验/故事的内部一致性)概念相关,表明整合物理交互者的注册虚拟表示的潜在好处,特别是当这些在VR中出现内部一致性时。在本文中,我们提出了一项人类受试者研究,我们进行了比较和评估五种不同的叙事和非叙事方法,以促进虚拟办公环境中的跨现实中断,其中用户的任务被物理人短暂中断。我们制作了一份跨现实互动问卷(CRIQ),从VR用户的角度来捕捉互动的质量。我们的研究结果表明,叙事表现提供了相当高的共同存在感,最高质量的互动,最高的位置幻觉,并对参与者的虚拟体验造成最小的干扰。我们讨论了我们的发现以及对旨在利用虚拟表示来缓解跨现实中断的实际应用的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Diegetic Representations for Seamless Cross-Reality Interruptions
The closed design of virtual reality (VR) head-mounted displays substantially limits users’ awareness of their real-world surroundings. This presents challenges when another person in the same physical space needs to interrupt the VR user for a brief conversation. Such interruptions, e.g., tapping a VR user on the shoulder, can cause a disruptive break in presence (BIP), which affects their place and plausibility illusions, and may cause a drop in performance of their virtual activity. Recent findings related to the concept of diegesis, which denotes the internal consistency of an experience/story, suggest potential benefits of integrating registered virtual representations for physical interactors, especially when these appear internally consistent in VR. In this paper, we present a human-subject study we conducted to compare and evaluate five different diegetic and non-diegetic methods to facilitate cross-reality interruptions in a virtual office environment, where a user’s task was briefly interrupted by a physical person. We created a Cross-Reality Interaction Questionnaire (CRIQ) to capture the quality of the interaction from the VR user’s perspective. Our results show that the diegetic representations afforded reasonably high senses of co-presence, the highest quality interactions, the highest place illusions, and caused the least disruption of the participants’ virtual experiences. We discuss our findings as well as implications for practical applications that aim to leverage virtual representations to ease cross-reality interruptions.
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