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首页> 外文期刊>Computers in Human Behavior >Do VR and AR versions of an immersive cultural experience engender different user experiences?
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Do VR and AR versions of an immersive cultural experience engender different user experiences?

机译:VR和AR版本的沉浸式文化体验会提供不同的用户体验吗?

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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.
机译:虽然虚拟现实(VR)和增强现实(AR)用户体验已经获得了大量的最近的研究兴趣,但通常还没有进行不同的沉浸式技术的直接比较。本研究比较了一个VR和两个AR版本的沉浸式画廊体验“虚拟Veronese”的用户体验,测量用户体验的多个方面,包括使用科学之间的设计,包括享受,存在,认知,情感和行为参与国家美术馆在伦敦,英国。对自我报告的调查数据(n = 368)的分析表明,所有设备享受很高,Oculus Quest(VR)接受比AR设备,魔法飞跃和Mira棱镜更高的平均分数。关于存在,元素的“空间存在”,“参与”和“存在的感觉”是对oculus任务的平均分比而不是在AR设备上,以及“现实主义”的Oculus Quest得分明显高于魔法飞跃。三个设备之间的认知啮合在三个设备之间类似,只有“我知道该做什么”才能比Mira Prism评为更高。设备之间的情绪参与在设备之间类似。行为参与在所有设备上都很高,只有“我希望看到更多的经验”,因为Oculus任务而不是Mira Prism。很少报道包括恶心的负面影响。用户体验的差异可能是设备之间浸没水平的差异的部分驱动。

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