Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-08-30 DOI:10.1007/s10055-024-01048-2
Almudena Palacios-Ibáñez, Santiago Castellet-Lathan, Manuel Contero
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Abstract

Advanced product presentation methods can enhance the product evaluation experience both during the design process and online shopping, as static images often fail to convey essential product details. Virtual Reality (VR) technologies hold great potential in this regard, becoming increasingly accessible to all users. However, the influence of display mediums on emotional responses and product assessment needs further investigation, especially using physiological measures to obtain more objective insights. In this study, we investigate the influence of VR and photorealistic images on assessing and observing virtual prototypes of game controllers. The Semantic Differential technique was employed for product assessment, while built-in eye-tracking was used to measure participants’ viewing time on various areas of interest (AOIs). Our findings show that the medium significantly affects not only product evaluation and confidence in the response but also how the user observes it, with sensory-related features being particularly influenced. These findings hold practical implications for product design and vendors, as understanding the relationship between visualization mediums and product evaluation enhances the design process and improves consumer experiences.

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通过语义差异探索用户在产品评估过程中的注视:虚拟现实与逼真图像的比较
先进的产品展示方法可以在设计过程和在线购物中增强产品评估体验,因为静态图像往往无法传达重要的产品细节。虚拟现实(VR)技术在这方面具有巨大的潜力,越来越多的用户可以使用这种技术。然而,显示媒介对情感反应和产品评估的影响还需要进一步研究,尤其是利用生理测量来获得更客观的见解。在本研究中,我们调查了 VR 和逼真图像对评估和观察游戏控制器虚拟原型的影响。我们采用语义差异技术进行产品评估,同时使用内置眼动跟踪技术测量参与者在不同兴趣区域(AOIs)的观察时间。我们的研究结果表明,媒介不仅会极大地影响产品评估和对响应的信心,还会影响用户观察产品的方式,其中与感官相关的特征受到的影响尤为明显。这些研究结果对产品设计和供应商具有实际意义,因为了解可视化媒介与产品评价之间的关系可以强化设计过程,改善消费者体验。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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