影响虚拟与增强混合现实用户参与度的因素

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Yue Li, Eugene Ch’ng, S. Cobb
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引用次数: 2

摘要

沉浸式技术中的混合性尚未被研究可能影响用户粘性的因素。一个值得注意的因素是空间围合,它定义了用户相遇的地方。这包括共同感兴趣的对象、用户可能围绕该对象生成的内容以及用户之间的接近性。本研究考察了这些因素,即对象交互性、用户生成内容(UGC)和化身接近度如何影响用户粘性。我们设计了一个虚拟和增强现实(HVAR)混合环境,支持配对用户在虚拟现实(VR)和增强现实(AR)中体验文化遗产。对60名参与者进行了一项用户研究,通过问卷提供参与度和存在度评估,以及实时测量VR用户参与度的移动脑电图(mEEG)和用户活动数据。我们的研究结果为用户之间的互动如何在HVAR环境中发生提供了见解,以实现未来的多设备连接混合现实。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Factors Influencing Engagement in Hybrid Virtual and Augmented Reality
Hybridity in immersive technologies has not been studied for factors that are likely to influence engagement. A noticeable factor is the spatial enclosure that defines where users meet. This involves a mutual object of interest, contents that the users may generate around the object, and the proximity between users. This study examines these factors, namely how object interactivity, user-generated contents (UGC) and avatar proximity influence engagement. We designed a Hybrid Virtual and Augmented Reality (HVAR) environment that supports paired users to experience cultural heritage in both Virtual Reality (VR) and Augmented Reality (AR). A user study was conducted with 60 participants, providing assessments of engagement and presence via questionnaires, together with mobile electroencephalogram (mEEG) and user activity data that measures VR user engagement in real-time. Our findings provide insights into how engagement between users can occur in HVAR environments for the future hybrid reality with multi-device connectivity.
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来源期刊
ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction 工程技术-计算机:控制论
CiteScore
8.50
自引率
5.40%
发文量
94
审稿时长
>12 weeks
期刊介绍: This ACM Transaction seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction. Since its first issue in March 1994, it has presented work of the highest scientific quality that contributes to the practice in the present and future. The primary emphasis is on results of broad application, but the journal considers original work focused on specific domains, on special requirements, on ethical issues -- the full range of design, development, and use of interactive systems.
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