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People's Intentions to Use Metaverse Technology: Investigating the Role of Gratifications and Perceptions 人们使用 Metaverse 技术的意愿:探究满足感和认知的作用
Pub Date : 2024-03-22 DOI: 10.1162/pres_a_00415
Brahim Zarouali
The aim of the Metaverse is to become a major achievement in the realm of cyberspace, envisioning a significant advancement towards a more immersive and interactive internet experience. Given the potential impact of this new development, a thorough understanding of people's intentions to use this technology is warranted. Drawing on the theoretical tenets of Uses and Gratification theory and I-P-R framework, a research model was developed that incorporates three types of gratification (hedonic, utilitarian, and social) and three psychological perceptions (immersion, telepresence, and realism) that are related to people's behavioral intentions. Structural equation modeling was used as an analytical strategy based on a representative sample of 617 respondents. Results showed that all three gratifications and perceptions were positively associated with people's intentions to use Metaverse technology. In conclusion, this model offers a relevant starting point towards establishing a timely research line on users' perceptions and engagements with Metaverse technology.
Metaverse 的目标是成为网络空间领域的一项重大成就,为人们提供更加身临其境的互动互联网体验。鉴于这一新发展的潜在影响,有必要深入了解人们使用这一技术的意图。借鉴 "使用与满足 "理论和 "I-P-R "框架的理论原则,我们建立了一个研究模型,其中包含三种满足类型(享乐型、功利型和社会型)和三种与人们行为意图相关的心理感知(沉浸感、远程呈现感和真实感)。基于 617 名受访者的代表性样本,采用了结构方程模型作为分析策略。结果表明,所有三种满足感和感知都与人们使用 Metaverse 技术的意愿呈正相关。总之,该模型为及时建立有关用户对 Metaverse 技术的看法和参与的研究路线提供了一个相关的起点。
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引用次数: 0
Examining the Proteus Effect in the context of healthy food choices and intentions to eat healthy: the role of Avatar Body Size, Avatar Allocation Type and Visual Perspective 在健康食品选择和健康饮食意愿的背景下研究普洛特斯效应:阿凡达体型、阿凡达分配类型和视觉视角的作用
Pub Date : 2024-03-12 DOI: 10.1162/pres_a_00410
Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan
As avatars gain prominence in health-promoting applications, understanding how health-related avatar appearance characteristics could affect users' behavior is crucial. Drawing upon the Proteus effect, avatars can positively and negatively affect health behaviors, depending on whether the avatar appearance is aligned with stereotypes about healthy or unhealthy behavior. Investigating avatar appearances is essential to understand potential negative health effects. Three experiments in a non-immersive virtual supermarket examined whether controlling an overweight avatar negatively affected 1) intentions to eat healthy and 2) food choice healthiness in the virtual supermarket, thereby investigating avatar allocation type (Study 1) and visual perspective (Study 2) as moderators. 2 (Avatar body size: overweight vs. healthy weight) by 2 (Avatar allocation type: self-assigned vs. experimenter-assigned [Study 1]; Visual perspective: first-person vs. third-person [Studies 2 and 3]) between-subjects designs were employed. None of the studies demonstrated the Proteus effect and no moderating role of avatar allocation type was found (Study 1). Unexpectedly, controlling an overweight avatar resulted in stronger intentions to eat healthy from a third-person perspective only (Study 2), which led to the hypothesis that the overweight avatar functioned as a fear stimulus. To test this, a health message was added that highlighted obesity as a health risk (Study 3). The addition of this message did not affect intentions to eat healthy and food choice healthiness. The combination of fear appeal and self-perception theory as explanatory frameworks for behavioral responses to avatars opens avenues for new research, such as exploring specific conditions that trigger each effect.
随着头像在促进健康的应用中日益突出,了解与健康相关的头像外观特征如何影响用户的行为至关重要。借鉴普洛特斯效应,头像可以对健康行为产生积极或消极影响,这取决于头像外观是否符合人们对健康或不健康行为的刻板印象。调查化身的外观对于了解潜在的负面健康影响至关重要。在一个非沉浸式虚拟超市中进行的三项实验研究了控制一个超重的头像是否会对以下两方面产生负面影响:1)健康饮食的意愿;2)在虚拟超市中选择食物的健康程度,从而研究了头像分配类型(研究 1)和视觉角度(研究 2)作为调节因素的作用。研究采用了 2(头像体型:超重 vs. 健康体重)乘 2(头像分配类型:自我分配 vs. 实验者分配 [研究 1];视觉视角:第一人称 vs. 第三人称 [研究 2 和 3])的被试间设计。没有一项研究显示了普洛特斯效应,也没有发现化身分配类型的调节作用(研究 1)。出乎意料的是,控制一个超重的头像只会从第三人称的角度导致更强的健康饮食意向(研究 2),这导致了一个假设,即超重的头像起到了恐惧刺激的作用。为了验证这一点,我们添加了一条健康信息,强调肥胖是一种健康风险(研究 3)。添加这一信息并不影响健康饮食的意愿和食物选择的健康程度。将恐惧吸引力和自我认知理论结合起来,作为头像行为反应的解释框架,为新的研究开辟了道路,例如探索触发每种效应的具体条件。
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引用次数: 0
Past, Present, and Future Thoughts on Immersive Visualization Laboratories Through the Story of the Wisconsin Institute for Discovery Virtual Environments Group 从威斯康星发现研究所虚拟环境小组的故事看沉浸式可视化实验室的过去、现在和未来
Pub Date : 2024-03-12 DOI: 10.1162/pres_a_00411
R. Tredinnick, Karen B. Schloss, K. Ponto
Over the past 40 years, immersive visualization laboratories have existed in different forms across academia, industry, and government, each one typically unique in their own ways. The following document will discuss the success story of the Wisconsin Institute for Discovery Virtual Environments (WIDVE) research group, located on the University of Wisconsin-Madison campus. The document will discuss the rich history of immersive visualization displays that members of the lab have worked with, display systems that exist throughout the lab space at present day, future plans, and thoughts on the importance of a focus on immersive displays beyond only commercial off-the-shelf (COTS) VR devices. The document will highlight several workflows and data pipelines that the lab has developed over the years. Finally, the document will outline a recommended set of do's and don'ts for immersive visualization laboratories in regards to sustainability, before providing some conclusions regarding the future of immersive visualization laboratories.
在过去的 40 年中,沉浸式可视化实验室以不同的形式存在于学术界、工业界和政府部门,每个实验室都有自己独特的方式。以下文件将讨论位于威斯康星大学麦迪逊校区的威斯康星发现虚拟环境研究所(WIDVE)研究小组的成功故事。该文件将讨论实验室成员使用沉浸式可视化显示器的丰富历史、目前整个实验室空间中存在的显示系统、未来的计划,以及除了商用现成 (COTS) VR 设备之外,对沉浸式显示器重要性的思考。本文件将重点介绍实验室多年来开发的几个工作流程和数据管道。最后,本文件将概述身临其境可视化实验室在可持续发展方面的一系列 "可为 "和 "不可为 "建议,然后就身临其境可视化实验室的未来提出一些结论。
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引用次数: 0
SmallTAL: Real-Time Egocentric Online Temporal Action Localization for the Data-Impoverished SmallTAL:为数据贫乏者提供以自我为中心的实时在线时空动作定位功能
Pub Date : 2024-03-05 DOI: 10.1162/pres_a_00408
Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai
We propose a real-time, online temporal action localization system that requires a small amount of annotated data. The main challenges we address are high intra-class variability and a large and diverse background class. We address these using a flexible frame descriptor, dynamic time warping, and a novel approach to database construction. Our solution receives egocentric RGB-D streams as input and makes predictions at regular temporal intervals. We validate our approach by localizing actions in a digital twin of an electrical substation, in which certain objects have been replaced by functional virtual replicas.
我们提出了一种实时、在线时态动作定位系统,它只需要少量的注释数据。我们所面临的主要挑战是类内变异性高以及背景类别庞大且多样化。我们使用灵活的帧描述符、动态时间扭曲和新颖的数据库构建方法来解决这些问题。我们的解决方案接收以自我为中心的 RGB-D 数据流作为输入,并以固定的时间间隔进行预测。我们通过定位变电站数字孪生中的动作来验证我们的方法,其中的某些物体已被功能虚拟复制品取代。
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引用次数: 0
Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review 绘制电影虚拟现实中的观众体验图:系统回顾
Pub Date : 2024-03-05 DOI: 10.1162/pres_a_00409
Zhiyuan Yu, Cheng-Hung Lo
In recent years, the creative media landscape has witnessed growing interests surrounding the utilization of virtual reality (VR) as a novel visual narrative approach for both filmmakers and audiences. This trend is accompanied with an increase in studies aimed at scientifically examining the characteristics and principles of immersive visual storytelling. This paper intends to contribute to this growing field by offering a comprehensive review on the current research development in Cinematic Virtual Reality (CVR), which employs VR technology to produce immersive, cinematic experiences for audiences. While extant research has focused on the content generation techniques and human performance implicated in virtual environments, such investigations may not fully explain the medium adaptation differences or emotional dimensions of narrated immersive experiences. These aspects are especially crucial in the context of visual storytelling through VR film, 360-degree video production, or other narrated experiences. The proposed study systematically categorizes CVR-related research, revealing the field's current state by narrowing the focus to specific topics and themes within CVR literature, and highlighting key sub-domains of interest centered on viewers' experience measurement techniques. The findings of this review are expected to establish formal categories for implementing visual CVR to achieve immersive visual storytelling and provide a comprehensive analysis of current viewer experience measurements.
近年来,创意媒体领域对虚拟现实(VR)的兴趣与日俱增,将其作为一种新颖的视觉叙事方法,供电影制作人和观众使用。伴随着这一趋势,旨在科学地研究沉浸式视觉叙事的特点和原理的研究也日益增多。电影虚拟现实(CVR)利用虚拟现实技术为观众带来身临其境的电影体验,本文旨在对这一不断发展的领域进行全面回顾,从而为这一领域做出贡献。虽然现有研究主要关注虚拟环境中的内容生成技术和人类表现,但这些研究可能无法完全解释沉浸式体验的媒介适应性差异或情感维度。这些方面对于通过 VR 电影、360 度视频制作或其他叙事体验来讲述视觉故事尤为重要。拟议的研究对 CVR 相关研究进行了系统分类,通过将研究重点缩小到 CVR 文献中的特定主题和专题,揭示了该领域的现状,并突出了以观众体验测量技术为中心的主要兴趣子领域。本综述的研究结果有望为实施视觉 CVR 以实现身临其境的视觉叙事建立正式的分类,并为当前的观众体验测量提供全面的分析。
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引用次数: 0
Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations 中国青少年 MOBA 游戏玩家的游戏行为:人口统计学、特质攻击和游戏动机的影响
Pub Date : 2024-02-20 DOI: 10.1162/pres_a_00407
Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu
Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.
游戏行为会影响游戏玩家在现实生活中的心理和行为发展。以往的研究表明,人口统计学特征和基本人格特征与大型多人在线角色扮演游戏中的游戏行为有关。然而,人们对特质攻击性和游戏动机的作用知之甚少,尤其是在多人在线竞技场游戏中。因此,本研究旨在探讨人口统计学、特质攻击性和游戏动机如何影响多人在线竞技场游戏行为。共有 1316 名中国青少年《王者荣耀》游戏玩家回答了与人口统计学信息、特质攻击性、游戏动机(社交型、竞争型、逃避型、故事驱动型、完成型和自作聪明型)和游戏行为(攻击、获胜、创造和帮助)相关的问题。多元线性回归模型的结果显示,男性、社交者、完成主义者和自作聪明者更有可能表现出攻击、获胜、创造和帮助行为。特质攻击性预测了攻击、获胜和创造行为。此外,年龄和竞争者量表对攻击行为和获胜行为有积极的预测作用。同时,逃避者倾向于攻击和创造行为,而故事驱动型玩家则表现出创造和帮助行为。这些结果可能有助于解释游戏行为的个体差异以及游戏玩家的电子游戏行为与现实生活行为之间的关系。
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引用次数: 0
Breaking Disciplinary Boundaries in Studies of Audience Experience of Engagement with Art and Immersive Virtual Stories 打破受众参与艺术和沉浸式虚拟故事体验研究的学科界限
Pub Date : 2024-02-20 DOI: 10.1162/pres_a_00406
Agnieszka Wlazeł
The paper examines the audience experience of engagement with immersive virtual stories and art in general, positioning it within the broader context of audience art engagement studies. The literature review indicates that the audiences' experience of engagement is a process in specific artistic and personal contexts. Yet, audience studies lack an approach to empirically study the complexity and dynamics of directed (in narrative stages) engagement. The paper presents an exploratory pilot study of the experience of immersive VR theatre. The comparison of the data of different participants experiencing the same art project demonstrates that even a simple research design integrating bodily data and audience reflection in the context of the specific artwork can bring insights valuable for practitioners and researchers. The paper endorses the use of the mixed method design in engagement studies.
本文探讨了观众参与沉浸式虚拟故事和一般艺术的体验,将其置于观众艺术参与研究的大背景下进行研究。文献综述表明,观众的参与体验是特定艺术和个人背景下的一个过程。然而,观众研究缺乏一种方法来实证研究定向(叙事阶段)参与的复杂性和动态性。本文介绍了一项关于沉浸式 VR 戏剧体验的探索性试点研究。通过对体验同一艺术项目的不同参与者的数据进行比较,证明即使是一个简单的研究设计,将身体数据和观众在特定艺术作品背景下的反思结合起来,也能为从业人员和研究人员带来有价值的见解。本文赞同在参与研究中使用混合方法设计。
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引用次数: 0
Mixed Reality Based Teleoperation Grasping Control 基于混合现实的远程操作抓取控制
Pub Date : 2024-01-04 DOI: 10.1162/pres_a_00402
Dekun Zheng, Ting Wang, Gao Jian, Liang Li, Xiangjun Ji, Kurosh Madani
The traditional teleoperation means that the system sent a series of signal commands from the master while the slave manipulator received and realized desired control operations. For the purpose of implementing more dexterous and complex tasks, we proposed a novel framework with dual-hand master teleoperation systems under time varied delays. In this paper, we emphasized studying the bilateral grasping teleoperation control as the time delay caused a communication outage. Combing a wave-variable structure with a four-channel framework, an event-trigger-based bilateral sliding mode teleoperation control and an adaptive neural network are designed to effectively achieve master-slave trajectory tracking. In the virtual 3D environment, we created an mixed reality interface based on dual-hand master teleoperation control that effectively responded to the two Omni manipulators' position transformation of the virtual manipulator. The time delay between the real slave force feedback and the virtual interface is addressed by designed event-trigger-based control so as to efficiently reduce the impact of time communication outage. The system's stability is analyzed and robot experiments are performed. From the experimental results, the telepresence platform innovatively applied virtual force feedback to reveal the soft target grasping and to accurately estimate the interactive force, enabling sensorless force feedback control.
传统的远程操作是指系统从主机械手发送一系列信号指令,而从机械手接收并实现所需的控制操作。为了实现更灵巧、更复杂的任务,我们提出了一种在时间变化延迟条件下的新型双手主遥控系统框架。在本文中,我们重点研究了由于时间延迟导致通信中断的双边抓取远程操作控制。将波变结构与四通道框架相结合,设计了基于事件触发的双边滑模远距操作控制和自适应神经网络,从而有效地实现了主从轨迹跟踪。在虚拟三维环境中,我们创建了一个基于双手主遥控的混合现实界面,该界面能有效响应两个 Omni 机械手对虚拟机械手的位置变换。通过设计基于事件触发的控制,解决了真实从属力反馈与虚拟界面之间的时间延迟问题,从而有效降低了时间通信中断的影响。分析了系统的稳定性,并进行了机器人实验。从实验结果来看,远程呈现平台创新性地应用了虚拟力反馈来揭示软目标抓取并准确估计交互力,实现了无传感器力反馈控制。
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引用次数: 0
Virtual rehabilitation: Guest Editor's Introduction to the Special Issue on Virtual Rehabilitation 虚拟康复虚拟康复特刊客座编辑导言
Pub Date : 2023-12-05 DOI: 10.1162/pres_e_00401
Danielle Levac
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引用次数: 0
The Experience of Presence in the Mars Exploration Rover Mission 火星探测车任务中的临在体验
Pub Date : 2021-07-29 DOI: 10.1162/pres_a_00337
Dan Chiappe, John Vervaeke

Scientists working in the Mars Exploration Rover (MER) mission (2004–2018) reported having a sense of presence on Mars. How is this possible, given that many of the factors underlying presence in mundane situations were absent? We use Riva and Waterworth's (2014) Three-Level model to elucidate how presence was achieved. It distinguishes among proto-presence, core-presence, and extended-presence. We argue that scientists did not experience proto-presence because it requires a tight sensorimotor coupling not available due to the way the rovers were controlled and due to the lengthy delays in getting feedback. Instead, the design of the sociotechnical system made core-presence and extended-presence possible. Extended-presence involved successfully establishing long-term conceptual goals during strategic planning meetings. Core-presence involved enacting short-term tactical goals by carrying out specific actions on particular targets, abstracting away from sensorimotor details. The shift of perspective to the Martian surface was facilitated by team members “becoming the rover,” which allowed them to identify relevant affordances evident in images. We argue, however, that because Mars exploration is a collective activity involving shared agency by a distributed cognitive system, the experience of core- and extended-presence was a collective sense of presence through the rovers.

在火星探测漫游者(MER)任务(2004-2018)中工作的科学家报告说,他们在火星上有一种存在感。这怎么可能,考虑到许多在世俗情况下存在的潜在因素都不存在?我们使用Riva和Waterworth(2014)的三级模型来阐明存在是如何实现的。它区分了原始在场、核心在场和扩展在场。我们认为,科学家没有体验到原型存在,因为它需要紧密的感觉-运动耦合,而这是由于漫游者的控制方式和获得反馈的长时间延迟而无法实现的。相反,社会技术系统的设计使核心存在和扩展存在成为可能。扩大存在涉及在战略规划会议期间成功地确立长期概念性目标。核心临场感涉及通过对特定目标执行特定行动来制定短期战术目标,抽象出感觉运动细节。团队成员“成为漫游者”促进了对火星表面视角的转变,这使他们能够识别图像中明显的相关启示。然而,我们认为,由于火星探索是一项集体活动,涉及分布式认知系统的共享代理,核心和扩展存在的体验是通过漫游车的集体存在感。
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引用次数: 0
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PRESENCE: Virtual and Augmented Reality
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