行星Anima:在虚拟世界的虚拟毕业体验

IF 1.3 4区 艺术学 0 ART
Zihan Gao, Xin Lyu
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引用次数: 0

摘要

摘要在本文中,我们介绍了Planet Anima,一个为在元宇宙中举办虚拟毕业活动而设计的虚拟环境。通过这个数字空间,我们在新冠肺炎的情况下成功组织了一场在线活动,包括毕业典礼和学生艺术展。我们的用户研究分析了Planet Anima的体验,重点关注合作参与和创造性表达。此外,我们还探讨了平台选择(耳机VR与桌面VR)对元宇宙用户体验的影响。我们的研究结果表明,Planet Anima可以促进共同体验,从而培养创造力。值得注意的是,研究结果表明,耳机VR在存在感、社交存在感和情感参与方面优于台式VR。这项研究还强调了虚拟体验和物理体验之间的差距,确定了与耳机VR相关的网络病的挑战。这些见解有助于增强元宇宙中的用户体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Planet Anima: a virtual graduation experience in the metaverse
ABSTRACT In this paper, we present Planet Anima, a virtual environment designed for hosting virtual graduation events in the metaverse. Through this digital space, we successfully organized an online event under the COVID-19 circumstance, including a graduation ceremony and a student art exhibition. Our user study analyzes the Planet Anima experience with a focus on collaborative engagement and creative expression. Furthermore, we explore the impact of platform choice (headset VR vs. desktop VR) on metaverse user experience. Our findings demonstrate that Planet Anima can facilitate the co-experiences that foster creativity. Notably, the results indicate that headset VR outperforms desktop VR in terms of presence, social presence, and emotional involvement. This study also highlights the gaps between virtual and physical experiences, identifying the challenge of cybersickness associated with headset VR. These insights contribute to enhancing the user experience within the metaverse.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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