社交虚拟现实中以化身为媒介的交流:一个新兴交流平台中老年人互动的深入探索

Steven Baker, Jenny Waycott, Romina Carrasco, Ryan M. Kelly, Anthony John Jones, Jack Lilley, B. Dow, F. Batchelor, Thuong N. Hoang, F. Vetere
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引用次数: 28

摘要

虽然人工智能研究人员已经开始为老年人设计个性化的虚拟现实体验,但对社交虚拟现实使用的研究却很有限,社交虚拟现实是指用户在虚拟环境中通过化身进行互动。化身媒介通信(AMC)是社交虚拟现实体验的重要组成部分,但老年用户对AMC的体验了解甚少。我们与16位老年人进行了为期5个月的研究,评估共同设计的社交VR原型。结果表明,社交VR中的AMC被视为支持内向用户表达自我的媒介,并被视为在讨论敏感话题时提供优势。我们的研究为老年人如何看待社交VR中的AMC作为一种交流媒介提供了新的见解,根据我们的研究结果,我们提出了六个设计反思,强调了可以采取的步骤,以确保社交VR中的AMC能够满足老年用户的交流需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication Platform
While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.
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