当前位置: X-MOL 学术Int. J. Hum. Comput. Interact. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Exploring the Relative Effects of Body Position and Spatial Cognition on Presence When Playing Virtual Reality Games
International Journal of Human-Computer Interaction ( IF 3.4 ) Pub Date : 2020-06-30 , DOI: 10.1080/10447318.2020.1775373
Aelee Kim 1 , Min Woo Kim 2 , Hayoung Bae 3 , Kyoung-Min Lee 4
Affiliation  

Previous research has suggested that cognitive functions such as execution, attention, memory, and perception differ when body position changes. However, the influence of body position on these cognitive functions is still not fully understood. In particular, little is known about how physical self-positioning may affect the cognitive process of perceptual responses in a virtual environment (VE). In this regard, we compared three body positions (standing, sitting, and half-sitting) in two types of virtual reality (VR) game with different degrees of freedom in navigation (finite and infinite) to explore the association between body position and the sense of presence in VEs. A two-way ANOVA yielded a main effect for body position, with the sense of presence significantly higher for a standing position than for a half-sitting position. However, there was no main effect for game type, nor was there an interaction between body position and game type. In addition, a one-way ANOVA revealed that, for the game with infinite navigation, participants in a standing position felt stronger presence than those who were sitting or half-sitting, whereas no significant difference was found between the sitting and half-sitting positions. In contrast, there was no statistical difference between the three body positions when playing the game with finite navigation. Taken together, it can be speculated that the cognitive effects of body position on presence are correlated with the degree of freedom in navigation in a VE.



中文翻译:

探索在玩虚拟现实游戏时身体位置和空间认知对在场的相对影响

先前的研究表明,当身体位置改变时,诸如执行力,注意力,记忆力和知觉等认知功能也会不同。但是,人体位置对这些认知功能的影响仍未完全了解。尤其是,关于物理自我定位如何影响虚拟环境(VE)中的感知反应的认知过程知之甚少。在这方面,我们比较了两种具有不同导航自由度(有限和无限)的虚拟现实(VR)游戏中的三个身体姿势(站立,坐着和半坐着),以探索身体姿势与身体姿势之间的关联。在VE中的存在感。双向方差分析对身体姿势产生主要影响,直立姿势的存在感明显高于半坐姿。然而,游戏类型没有主要影响,体位和游戏类型之间也没有相互作用。此外,一项单向方差分析表明,对于无限导航的游戏,站立姿势的参与者比坐在或半坐着的人的感觉更强,而在坐着和半坐着的位置之间没有发现显着差异。相反,在有限导航下玩游戏时,三个身体位置之间没有统计学差异。两者合计,可以推测身体位置对存在的认知作用与VE中导航的自由度相关。站立姿势的参与者比坐着或半坐着的人感觉更强,而坐着和半坐着的姿势之间没有显着差异。相反,在有限导航下玩游戏时,三个身体位置之间没有统计学差异。两者合计,可以推测身体位置对存在的认知作用与VE中导航的自由度相关。站立姿势的参与者比坐着或半坐着的人感觉更强,而坐着和半坐着的姿势之间没有显着差异。相反,在有限导航下玩游戏时,三个身体位置之间没有统计学差异。两者合计,可以推测身体位置对存在的认知作用与VE中导航的自由度相关。

更新日期:2020-06-30
down
wechat
bug