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User Experience Evaluation in Shared Interactive Virtual Reality.
Cyberpsychology, Behavior, and Social Networking ( IF 6.135 ) Pub Date : 2023-04-01 , DOI: 10.1089/cyber.2022.0261
Shady Guertin-Lahoud 1 , Constantinos K Coursaris 1 , Sylvain Sénécal 2 , Pierre-Majorique Léger 1
Affiliation  

Virtual reality (VR) has served the entertainment industry all the way to world-leading museums in delivering engaging experiences through multisensory virtual environments (VEs). Today, the rise of the Metaverse fuels a growing interest in leveraging this technology, bringing along an emerging need to better understand the way different dimensions of VEs, namely social and interactive, impact overall user experience (UX). This between-subject exploratory field study investigates differences in the perceived and lived experience of 28 participants engaging, either individually or in dyads, in a VR experience comprising different levels of interactivity, i.e., passive or active. A mixed methods approach combining conventional UX measures, i.e., psychometric surveys and user interviews, as well as psychophysiological measures, i.e., wearable bio- and motion sensors, allowed for a comprehensive assessment of users' immersive and affective experiences. Results pertaining to the social dimension of the experience reveal that shared VR elicits significantly more positive affect, whereas presence, immersion, flow, and state anxiety are unaffected by the copresence of a real-world partner. Results pertaining to the interactive dimension of the experience suggest that the interactivity afforded by the VE moderates the effect of copresence on users' adaptive immersion and arousal. These results support that VR can be shared with a real-world partner not only without hindering the immersive experience, but also by enhancing positive affect. Hence, in addition to offering methodological directions for future VR field research, this study provides interesting practical insights into guiding VR developers toward optimal multiuser virtual environments.

中文翻译:

共享交互式虚拟现实中的用户体验评估。

虚拟现实 (VR) 一直服务于娱乐行业,一直到世界领先的博物馆,通过多感官虚拟环境 (VE) 提供引人入胜的体验。如今,元宇宙的兴起激发了人们对利用这项技术的兴趣日益增长,从而产生了更好地了解 VE 的不同维度(即社交和交互)影响整体用户体验 (UX) 的新需求。这项受试者间探索性实地研究调查了 28 名参与者的感知和生活体验的差异,这些参与者单独或成对参与包含不同交互级别(即被动或主动)的 VR 体验。混合方法结合了传统的用户体验测量(即心理测量和用户访谈)以及心理生理学测量(即可穿戴生物和运动传感器),可以对用户的沉浸式情感体验进行全面评估。与体验的社交维度相关的结果表明,共享 VR 会引发显着更积极的影响,而存在感、沉浸感、心流和状态焦虑则不受现实世界伙伴共存的影响。与体验的交互维度相关的结果表明,VE 提供的交互性调节了共存对用户适应性沉浸和唤醒的影响。这些结果表明,VR 可以与现实世界的合作伙伴共享,不仅不会妨碍沉浸式体验,而且还可以增强积极的影响。因此,除了为未来 VR 领域研究提供方法方向外,这项研究还为指导 VR 开发人员走向最佳的多用户虚拟环境提供了有趣的实用见解。
更新日期:2023-04-01
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