Quantifying Multisensory Immersive Experiences using Wearables: Is (Stimulating) More (Senses) Always Merrier?

Belmir De Jesus Jr., M. Lopes, Marc-Antoine Moinnereau, R. A. Gougeh, Olivier Rosanne, Walter Schubert, Alcyr Oliveira, T. Falk
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引用次数: 3

Abstract

Virtual reality applications are on the rise and touching numerous domains, including healthcare, training, and gaming, to name a few. Existing experiences, however, are not fully immersive, as only two senses (audio-visual) are stimulated. To overcome this limitation, olfactory and haptic devices are emerging, thus making multisensory immersive experiences a reality. To date, however, little is known about the impact that each stimulated sense has on the overall experience, as well as on the user’s sense of e.g., realism, immersion, and engagement. In this pilot, we aim to answer this question. Using a multisensory pod, sixteen participants were immersed in a 2.5-minute virtual world, where smells, vibroacoustic, and somatosensory stimuli (i.e., wind and heat) were presented, in addition to 360-degree video and surround sound. Using two wearable devices, we kept track of the user’s heart rate, breathing rate, skin temperature, blood volume pulse, and electrodermal activity while they were immersed. In this paper, we report the impact that stimulating different senses had on the users’ overall experience, sense of presence, immersion, realism, flow, cybersickness, and emotional states, both subjectively, as well as objectively using features extracted from the wearable devices.
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使用可穿戴设备量化多感官沉浸式体验:刺激更多(感官)总是更快乐吗?
虚拟现实应用正在兴起,并触及许多领域,包括医疗保健、培训和游戏等。然而,现有的体验并不是完全沉浸式的,因为只有两种感官(视听)受到刺激。为了克服这一限制,嗅觉和触觉设备正在出现,从而使多感官沉浸式体验成为现实。然而,到目前为止,我们对每种刺激感对整体体验的影响,以及对用户的现实感、沉浸感和粘性的影响知之甚少。在这个试点中,我们的目标是回答这个问题。使用多感官吊舱,16名参与者沉浸在一个2.5分钟的虚拟世界中,除了360度视频和环绕立体声外,还展示了气味、振动声和体感刺激(即风和热)。使用两个可穿戴设备,我们记录了用户沉浸在水中时的心率、呼吸频率、皮肤温度、血容量脉搏和皮肤电活动。在本文中,我们报告了刺激不同感官对用户的整体体验、存在感、沉浸感、真实感、心流、晕机和情绪状态的影响,主观上以及客观地使用从可穿戴设备中提取的特征。
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