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Distraction as a measure of presence: using visual and tactile adjustable distraction as a measure to determine immersive presence of content in mediated environments

机译:分心作为存在的一种量度:使用视觉和触觉可调节的分心作为一种确定介导环境中内容浸入式存在的量度

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摘要

To assess and improve the user experience in entertainment products, developers need results of evaluation methods, which in detail measure the relationship between the mediated content and the resulting media experience. This paper proposes a method applying adjustable distraction (AD) to determine presence as immersion (Lombard and Ditton in At the heart of it all: the concept of presence, Department of Broadcasting, Telecommunications and Mass Media, Temple University, 1997) at selectable events (approximated real-time). Two experiments were conducted to investigate its applicability in computer games and movies with respectively visual and tactile AD. The first experiment examined whether the experienced intensity in a survival-shooter game, measured through questionnaires, was proportional to results from the AD method. The intrusiveness of the AD method was also addressed in the experiment by comparing the immersive presence ratings in a between-groups design. The second experiment investigated whether heart rate measurements, intensity ratings and the results of the AD method with vibration as the distraction signal were proportional when test participants watched a movie clip. The outcome of the first experiment indicated that no significant intrusion is caused by the method. In addition, results showed no proportionality between the AD method and intensity ratings. However, as the AD measurements were supported by flow theory, it might be that the results from the AD method using visual distraction are giving a more comprehensive indication of presence as immersion (rather than just the intensity dimension). The second experiment revealed proportionality between the intensity ratings and the heart rate measurements, while the results from the tactile AD method were not proportional. We suspect that this was caused by the great variance found across the test participants' thresholds of perceivable vibration. Because of this, it is suggested that a thorough screening process is conducted pre-test if the AD method should apply vibration as the distracting stimulus.
机译:为了评估和改善娱乐产品的用户体验,开发人员需要评估方法的结果,该方法详细测量中介内容与所产生的媒体体验之间的关系。本文提出了一种方法,该方法应用可调分散力(AD)确定沉浸感的存在感(Lombard和Ditton,摘自《本质》:临场感的概念,邓普尔大学广播电视与大众传媒系,1997年)。 (近似实时)。进行了两个实验以研究其在分别具有视觉和触觉AD的计算机游戏和电影中的适用性。第一个实验检查了通过问卷调查在生存射击游戏中体验到的强度是否与AD方法的结果成正比。通过在组间设计中比较沉浸式存在等级,实验中还解决了AD方法的侵入性。第二个实验调查了当参与者观看电影剪辑时,心率测量值,强度评级以及以振动为干扰信号的AD方法的结果是否成比例。第一个实验的结果表明,该方法未引起明显的入侵。此外,结果表明AD方法和强度等级之间没有比例关系。但是,由于流动性理论支持了AD测量,因此使用视线分散的AD方法的结果可能更全面地表明了浸入的存在(而不仅仅是强度维度)。第二个实验揭示了强度等级与心率测量值之间的比例关系,而触觉AD方法的结果却不成比例。我们怀疑这是由测试参与者的可感知振动阈值之间的巨大差异引起的。因此,建议AD方法是否应使用振动作为分散刺激的手段,并在测试前进行彻底的筛选过程。

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