沉浸式媒体体验:人类影响因素评估的现有方法和工具调查。

Quality and user experience Pub Date : 2022-01-01 Epub Date: 2022-06-15 DOI:10.1007/s41233-022-00052-1
Marc-Antoine Moinnereau, Alcyr Alves de Oliveira, Tiago H Falk
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引用次数: 0

摘要

随着新硬件的开发、计算能力和人工智能算法的出现,以及无线通信网络变得更加可靠、快速和提供更高可靠性,虚拟现实(VR)应用,尤其是那些用户不与计算机相连的应用,正变得越来越普遍。事实上,最近的预测显示,到 2022 年,VR 用户数量将翻一番,这表明该行业并未受到 COVID-19 全球大流行的负面影响。任何沉浸式通信系统的成功都在很大程度上取决于它所提供的用户体验,因此开发可靠的沉浸式媒体体验(IMEx)模型比以往任何时候都更为重要。在本文中,我们对现有的评估与身临其境媒体体验相关的人类影响因素(HIFs)的方法和工具进行了文献调查。特别是主观、行为和心理生理方法。我们介绍了可用于监测这些 HIFs 的工具,包括用户的临场感和沉浸感、晕机感和心理/情感状态,以及它们在整体体验中的作用。我们特别关注心理生理学方法,因为我们发现现有文献中缺乏这种深入评估。最后,我们谈到了涉及多重感官沉浸式媒体的新兴应用,并为填补现有空白的未来研究方向提出了建议。希望本调查报告能对有志于开发新型沉浸式(自适应)应用程序的研究人员有所帮助,从而最大限度地提升用户体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Immersive media experience: a survey of existing methods and tools for human influential factors assessment.

Immersive media experience: a survey of existing methods and tools for human influential factors assessment.

Virtual reality (VR) applications, especially those where the user is untethered to a computer, are becoming more prevalent as new hardware is developed, computational power and artificial intelligence algorithms are available, and wireless communication networks are becoming more reliable, fast, and providing higher reliability. In fact, recent projections show that by 2022 the number of VR users will double, suggesting the sector was not negatively affected by the worldwide COVID-19 pandemic. The success of any immersive communication system is heavily dependent on the user experience it delivers, thus now more than ever has it become crucial to develop reliable models of immersive media experience (IMEx). In this paper, we survey the literature for existing methods and tools to assess human influential factors (HIFs) related to IMEx. In particular, subjective, behavioural, and psycho-physiological methods are covered. We describe tools available to monitor these HIFs, including the user's sense of presence and immersion, cybersickness, and mental/affective states, as well as their role in overall experience. Special focus is placed on psycho-physiological methods, as it was found that such in-depth evaluation was lacking from the existing literature. We conclude by touching on emerging applications involving multiple-sensorial immersive media and provide suggestions for future research directions to fill existing gaps. It is hoped that this survey will be useful for researchers interested in building new immersive (adaptive) applications that maximize user experience.

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