测量虚拟环境中的存在感:一项调查

V. Souza, Anderson Maciel, L. Nedel, Regis Kopper
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引用次数: 19

摘要

虚拟现实体验的有效性很大程度上受到用户在场感的影响。本文通过对近30年来发表的1214篇论文的分析,回顾了存在的不同定义和主要提出的测量方法。从对239个用户研究的分析中,我们发现85.8%的人使用主观度量,11.7%的人使用主观和客观度量的结合,而2.5%的人只使用客观度量。我们还从回顾的研究中发现,在虚拟环境中唤起存在感的29个主要因素,分为四类:参与度、个人特征、互动保真度和显示保真度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring Presence in Virtual Environments: A Survey
The effectiveness of a virtual reality experience is strongly affected by the sense of presence of the users involved. This article reviews the different definitions of presence and the main proposed methods to measure it through the analysis of 1,214 papers published in the past 30 years. From the analysis of 239 user studies, we found that 85.8% used subjective measures, 11.7% used a combination of subjective and objective measures, while 2.5% used only objective measures. We also identified, from the studies reviewed, 29 main factors to evoke presence in virtual environments, grouped into four categories: Engagement, Personal Characteristics, Interaction Fidelity, and Display Fidelity.
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