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Do VR and AR versions of an immersive cultural experience engender different user experiences?
Computers in Human Behavior ( IF 9.0 ) Pub Date : 2021-07-20 , DOI: 10.1016/j.chb.2021.106951
Isabelle Verhulst 1 , Andy Woods 1 , Laryssa Whittaker 1 , James Bennett 1 , Polly Dalton 1
Affiliation  

Although Virtual Reality (VR) and Augmented Reality (AR) user experiences have received large amounts of recent research interest, a direct comparison of different immersive technologies' user experiences has not often been conducted. This study compared user experiences of one VR and two AR versions of an immersive gallery experience ‘Virtual Veronese’, measuring multiple aspects of user experience, including enjoyment, presence, cognitive, emotional and behavioural engagement, using a between-subjects design, at the National Gallery in London, UK. Analysis of the self-reported survey data (N = 368) showed that enjoyment was high on all devices, with the Oculus Quest (VR) receiving higher mean scores than both AR devices, Magic Leap and Mira Prism. In relation to presence, the elements ‘spatial presence’, ‘involvement’, and ‘sense of being there’ received a higher mean score on the Oculus Quest than on both AR devices, and on realism the Oculus Quest scored significantly higher than the Magic Leap. Cognitive engagement was similar between the three devices, with only ‘I knew what to do’ being rated higher for Quest than Mira Prism. Emotional engagement was similar between the devices. Behavioural engagement was high on all devices, with only ‘I would like to see more experiences like this’ being higher for Oculus Quest than Mira Prism. Negative effects including nausea were rarely reported. Differences in user experiences were likely partly driven by differences in immersion levels between the devices.



中文翻译:

沉浸式文化体验的 VR 和 AR 版本是否会产生不同的用户体验?

尽管虚拟现实 (VR) 和增强现实 (AR) 用户体验最近受到了大量研究兴趣,但对不同沉浸式技术的用户体验的直接比较并不经常进行。本研究比较了沉浸式画廊体验“Virtual Veronese”的一个 VR 和两个 AR 版本的用户体验,测量了用户体验的多个方面,包括享受、存在、认知、情感和行为参与,使用主体间设计,在英国伦敦国家美术馆。对自我报告的调查数据 (N = 368) 的分析表明,所有设备的享受度都很高,Oculus Quest (VR) 的平均得分高于两种 AR 设备 Magic Leap 和 Mira Prism。关于在场,元素“空间在场”、“参与”、和“身临其境”在 Oculus Quest 上的平均得分高于两种 AR 设备,在真实感方面,Oculus Quest 的得分明显高于 Magic Leap。三款设备的认知参与度相似,只有“我知道该做什么”在 Quest 中的评分高于 Mira Prism。设备之间的情感参与相似。所有设备的行为参与度都很高,只有 Oculus Quest 的“我希望看到更多这样的体验”高于 Mira Prism。很少报道包括恶心在内的负面影响。用户体验的差异可能部分是由设备之间的沉浸度差异造成的。三款设备的认知参与度相似,只有“我知道该做什么”在 Quest 中的评分高于 Mira Prism。设备之间的情感参与相似。所有设备的行为参与度都很高,只有 Oculus Quest 的“我希望看到更多这样的体验”高于 Mira Prism。很少报道包括恶心在内的负面影响。用户体验的差异可能部分是由设备之间的沉浸度差异造成的。三款设备的认知参与度相似,只有“我知道该做什么”在 Quest 中的评分高于 Mira Prism。设备之间的情感参与相似。所有设备的行为参与度都很高,只有 Oculus Quest 的“我希望看到更多这样的体验”高于 Mira Prism。很少报道包括恶心在内的负面影响。用户体验的差异可能部分是由设备之间的沉浸度差异造成的。很少报道包括恶心在内的负面影响。用户体验的差异可能部分是由设备之间的沉浸度差异造成的。很少报道包括恶心在内的负面影响。用户体验的差异可能部分是由设备之间的沉浸度差异造成的。

更新日期:2021-07-20
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