Comparative Reality: Measuring User Experience and Emotion in Immersive Virtual Environments

Adam Greenfeld, A. Lugmayr, Wesley Lamont
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引用次数: 11

Abstract

In this work we present the results of a large-scale comparative user-experience study measuring the user-experience and emotions of a test-group exposed to five immersive virtual reality environments: HMD, large immersive display, mobile VR, AR (HoloLens), and tablet PC. We critically analyze current Mixed Reality (MR) design guidelines typically used in Virtual Reality (VR) and Augmented Reality (AR) to support developers in creating engaging and accessible content. Through a mixed method approach - ranging from questionnaires, measuring mental effort, biofeedback, and interviews - we obtained new insights into participant's attitudes, interaction patterns, behavior, emotional state, and mental effort. Overall, we redefined existing design and usability guidelines to enable developers to create more intuitive and immersive content based on our insights. A UX design approach is pivotal for the enhancement of immersive applications.
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比较现实:在沉浸式虚拟环境中测量用户体验和情感
在这项工作中,我们展示了一项大规模比较用户体验研究的结果,该研究测量了暴露于五种沉浸式虚拟现实环境(HMD,大型沉浸式显示器,移动VR, AR (HoloLens)和平板电脑)的测试组的用户体验和情绪。我们批判性地分析了当前虚拟现实(VR)和增强现实(AR)中通常使用的混合现实(MR)设计指南,以支持开发人员创建引人入胜和可访问的内容。通过问卷调查、心理努力测量、生物反馈和访谈等混合方法,我们对参与者的态度、互动模式、行为、情绪状态和心理努力有了新的认识。总的来说,我们重新定义了现有的设计和可用性指南,使开发人员能够根据我们的见解创建更直观和沉浸式的内容。UX设计方法对于增强沉浸式应用程序至关重要。
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