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Impact of different immersive techniques on the perceived sense of presence measured via subjective scales
Entertainment Computing ( IF 2.8 ) Pub Date : 2019-06-17 , DOI: 10.1016/j.entcom.2019.100308
Çağdaş Yildirim , Barbaros Bostan , Mehmet İlker Berkman

Virtual reality has once again gained recognition and attention with the recent hardware-driven technological advances and there is also a diversity of applications from videos produced using 360° camera systems to animated immersive 3D animations and interactive experiences or games. While the variety of the VR hardware, VR applications and their appeal are staggering, the user experience of modern day VR is still associated with the concept of presence. Assuming that there should be a difference in terms of presence between different immersive techniques, such as watching a 360° video and an interactive 3D game, this study attempts to answer whether the presence questionnaires developed before the new VR era are still capable of measuring it or not. For this purpose, three questionnaires, ITC-SOPI, TPI and MEC-SPQ, were selected with an emphasis on a questionnaires’ ability to discriminate between different media conditions. Three different VR environments were chosen according to their content domain and production method: respectively, a 360° video, a computer generated 3D animation and an interactive 3D game. 22 participants were engaged with these three different virtual reality environments in a within-subjects experimental design, using an Oculus Rift head-mounted display system and touch controllers. Results indicated that users’ sense of presence measured in terms of ITC-SOPI subscales are not sensitive to the different immersive techniques. TPI subscales are also not sensitive to the differences in immersive techniques, with the exception of the Social Realism dimension. Results provided evidence that among the subscales of MEC-SPQ, only the four item version of “Possible Actions” dimension was sensitive to immersive techniques. However, it should be noted that the Possible Actions dimension provides different results for 4-item, 6-item and 8 item versions.



中文翻译:

不同的沉浸式技术对通过主观量表衡量的感知存在感的影响

虚拟现实随着最近硬件驱动的技术进步而再次获得认可和关注,并且还有各种各样的应用,从使用360°摄像头系统制作的视频到逼真的3D动画以及交互式体验或游戏。尽管各种VR硬件,VR应用及其吸引力令人appeal舌,但现代VR的用户体验仍与在线状态概念相关联。假设在不同的沉浸式技术(例如观看360°视频和交互式3D游戏)之间存在感存在差异,本研究试图回答在新VR时代之前开发的存在性问卷是否仍然能够对其进行测量或不。为此目的,ITC-SOPI,TPI和MEC-SPQ等三份问卷 选择的重点是问卷能够区分不同媒体条件的能力。根据其内容领域和制作方法选择了三种不同的VR环境:分别是360°视频,计算机生成的3D动画和交互式3D游戏。使用Oculus Rift头戴式显示系统和触摸控制器,在受试者内部的实验设计中使22名参与者参与了这三种不同的虚拟现实环境。结果表明,根据ITC-SOPI分量表衡量的用户存在感对不同的沉浸技术并不敏感。除社会现实主义维度外,TPI分量表对沉浸式技术的差异也不敏感。结果提供了证据,表明在MEC-SPQ的子量表中,只有“可能行动”维度的四个项目版本对沉浸式技术敏感。但是,应注意,“可能的操作”维度为4个项目,6个项目和8个项目版本提供了不同的结果。

更新日期:2019-06-17
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