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Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives

机译:根据第一人称和第三人称视角观察虚拟现实游戏中的娱乐,状态和仿真器疾病

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Many virtual reality (VR) games are based on a first-person perspective (1PP). There are, however, advantages in using another perspective, such as the third-person perspective (3PP). Although there has been some research evaluating the effect of 1PP and 3PP in gameplay experiences, it is largely unexplored for VR games played via the new generation of commercial head-mounted display systems, such as the Oculus Rift. In this research we want to shed some light on the relationship between the different perspectives, when games are played using head-mounted display VR, and simulator sickness, enjoyment, and presence. To do so, we perform an experiment using two different perspectives (1PP and 3PP) and displays (VR and a conventional display) with a popular game. Our findings indicate that 3PP-VR is less likely to make people have simulator sickness when compared with 1PP-VR. However, the former is not perceived as immersive, but this might not be a problem because our data also show that presence is not mandatory for enjoyment. Also, the data suggest that there is no clear preference between 1PP-VR and 3PP-VR for gameplay.
机译:许多虚拟现实(VR)游戏都基于第一人称视角(1PP)。但是,使用其他视角(例如第三人称视角(3PP))具有优势。尽管已经有一些研究评估1PP和3PP在游戏体验中的作用,但是对于通过新一代商用头戴式显示系统(例如Oculus Rift)进行的VR游戏,很大程度上还没有进行研究。在这项研究中,我们希望阐明使用头戴式显示器VR进行游戏时不同视角之间的关系,以及模拟器的不适感,娱乐性和存在感。为此,我们使用两种不同的视角(1PP和3PP)和带有流行游戏的显示器(VR和常规显示器)进行实验。我们的发现表明,与1PP-VR相比,3PP-VR不太可能使人患模拟器病。但是,前者并不能被认为是身临其境的,但这可能不是问题,因为我们的数据还表明,存在不是享乐的强制条件。另外,数据表明在1PP-VR和3PP-VR之间没有明显的游戏偏好。

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