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Affordances in the design of virtual environments.

机译:虚拟环境设计中的负担。

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摘要

Human-computer interaction design principles largely focus on static representations and have yet to fully incorporate theories of perception appropriate for the dynamic multimodal interactions inherent to virtual environment (VE) interaction. Theories of direct perception, in particular affordance theory, may prove particularly relevant to enhancing VE interaction design. The present research constructs a conceptual model of how affordances are realized in the natural world and how lack of sensory stimuli may lead to realization failures in virtual environments. Implications of the model were empirically investigated by examining three affordances: passability, catchability, and flyability. The experimental design involved four factors for each of the three affordances and was implemented as a 2IV4-1 fractional factorial design. The results demonstrated that providing affording cues led to behavior closely in-line with real-world behavior. More specifically, when given affording cues participants tended to rotate their virtual bodies when entering narrow passageways, accurately, judge balls as catchable, and fly when conditions warranted it. The results support the conceptual model and demonstrate (1) that substituting designed cues via sensory stimuli in available sensory modalities for absent or impoverished modalities may enable the perception of affordances in VEs; (2) that sensory stimuli substitutions provide potential approaches for enabling the perception of affordances in a VE which in the real world are cross-modal; and (3) that affordances relating to specific action capabilities may be enabled by designed sensory stimuli. This research lays an empirical foundation for a science of VE design based on choosing and implementing design properties so as to evoke targeted user behavior.
机译:人机交互设计原理主要集中在静态表示上,尚未完全结合适用于虚拟环境(VE)交互固有的动态多模式交互的感知理论。直接感知的理论,尤其是支付能力理论,可能被证明与增强VE交互设计特别相关。本研究构建了一个概念模型,说明了如何在自然世界中实现收费,以及缺少感官刺激如何导致虚拟环境中的实现失败。该模型的含义是通过检查三种能力来实证研究的:可通过性,可捕获性和可飞行性。实验设计涉及三个供求条件中的每一个的四个因素,并被实现为2IV4-1分数阶乘设计。结果表明,提供有力线索可以使行为与现实世界行为保持一致。更具体地说,当给出提示时,参与者倾向于在进入狭窄的通道时旋转其虚拟物体,准确地将球判断为可捕获,并在条件允许时飞行。结果支持概念模型,并证明(1)通过感觉刺激将设计的线索替换为可用的感觉模态,以替代缺少或贫困的模态,可能使对VE的承受能力产生感知; (2)感觉刺激替代提供了可能的方法,使人们能够在现实世界中以交叉模式感知VE中的能力; (3)与特定动作能力有关的能力可以通过设计的感官刺激来实现。该研究为基于选择和实现设计属性以唤起目标用户行为的VE设计科学奠定了经验基础。

著录项

  • 作者

    Gross, David Charles.;

  • 作者单位

    University of Central Florida.;

  • 授予单位 University of Central Florida.;
  • 学科 Engineering Industrial.; Psychology Cognitive.; Computer Science.
  • 学位 Ph.D.
  • 年度 2004
  • 页码 217 p.
  • 总页数 217
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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