{"title":"影响虚拟与增强混合现实用户参与度的因素","authors":"Yue Li, Eugene Ch’ng, S. Cobb","doi":"10.1145/3589952","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":" ","pages":"1 - 27"},"PeriodicalIF":4.8000,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Factors Influencing Engagement in Hybrid Virtual and Augmented Reality\",\"authors\":\"Yue Li, Eugene Ch’ng, S. Cobb\",\"doi\":\"10.1145/3589952\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":50917,\"journal\":{\"name\":\"ACM Transactions on Computer-Human Interaction\",\"volume\":\" \",\"pages\":\"1 - 27\"},\"PeriodicalIF\":4.8000,\"publicationDate\":\"2023-03-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Computer-Human Interaction\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1145/3589952\",\"RegionNum\":2,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Computer-Human Interaction","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3589952","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
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.
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.