虚拟现实的三大支柱?探究沉浸、在场和互动性的角色

Joschka Mütterlein
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引用次数: 85

摘要

虚拟现实(VR)技术实现了一种新的媒体消费体验。尽管虚拟现实的起源至少可以追溯到20世纪60年代,但我们仍然不清楚虚拟现实假设的关键特征——沉浸感、临场感和交互性是如何促成这种体验的。此外,尚不清楚心流作为一种与沉浸感密切相关的结构是否能为研究VR提供解释力。在对294名参与者的VR中心进行定量调查的基础上,我分析了关键特征的相互作用,并通过将它们与VR体验满意度联系起来,举例说明了它们在VR环境中的影响。使用基于流的沉浸感概念,我发现存在感和交互性都有助于沉浸感。此外,互动性有助于呈现。此外,我的研究结果表明,沉浸感会影响VR体验的满意度,这表明基于流的沉浸感概念化是VR情境中一个合适的预测因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Three Pillars of Virtual Reality? Investigating the Roles of Immersion, Presence, and Interactivity
Virtual reality (VR) technologies enable a new media consumption experience. Although VR’s origins trace back at least to the 1960s, it is still unclear how VR’s postulated key features immersion, presence, and interactivity contribute to that experience. Furthermore, it is unclear whether flow as a construct closely related to immersion offers explanatory power in investigating VR. On the basis of a quantitative survey in a VR center with 294 participants, I analyze the interplay of the key features and exemplify their influence in a VR context by relating them to satisfaction with the VR experience. Using a flow-based conceptualization of immersion, I find that presence as well as interactivity contribute to immersion. In addition, interactivity contributes to presence. Furthermore, my results show that immersion influences satisfaction with a VR experience, indicating that a flow-based conceptualization of immersion is a suitable predictor in VR contexts.
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