Y. Ling, H. Nefs, Willem-Paul Brinkman, I. Heynderickx, C. Qu
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We describe this experiment here in some detail. Second, we focus on the potential maximum presence that can be obtained for specific devices, for example, by manipulating the size, perspective and viewing distance. Third, we will investigate how monocular depth cues can be used to maximize presence for different display types. Finally, we will look specifically at how presence can be maximized on small hand-held devices, for example by incorporating compensation for display movement. In all our experiments we will focus on public speaking and person-to-avatar communication. Presence is measured in three different ways: 1) through questionnaires, 2) behaviourally, and 3) physiologically. Motivation--Several factors such as the kind of display technology and the level of user interaction have been found to affect presence (e.g., IJsselsteijn et al, 2000). Generally, it had been concluded that the more immersive types of display result in higher levels of presence. 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引用次数: 4
摘要
原创性/价值——更好地理解人为因素与存在感之间的关系,可能有助于选择最有可能从虚拟现实应用(如虚拟现实暴露疗法)中受益的人(例如Krijn et al, 2004)。更好地了解如何在不同的显示器上优化存在感,也可能导致使用不那么复杂的显示类型(与HMD或CAVE相比)来创建虚拟现实消费者应用程序的可能性。它还开启了为个人量身定制虚拟现实显示的可能性,优化了存在感。研究方法:首先,我们研究了感知存在与一些人为因素之间的关系,包括立体能力、深度印象和个性。我们在这里详细描述这个实验。其次,我们专注于特定设备可以获得的潜在最大存在感,例如,通过操纵尺寸,视角和观看距离。第三,我们将研究如何使用单眼深度线索来最大化不同显示类型的存在。最后,我们将特别关注如何在小型手持设备上最大化存在感,例如通过结合显示运动补偿。在我们所有的实验中,我们将把重点放在公开演讲和人对化身的交流上。存在感有三种不同的衡量方式:1)通过问卷,2)行为,3)生理。动机——有几个因素,如显示技术的类型和用户交互的水平,已经被发现会影响存在感(例如,IJsselsteijn等人,2000)。一般来说,研究得出的结论是,越具有沉浸感的显示类型会产生更高的存在感。然而,比较显示技术对呈现效果的影响的研究大多是基于在不同的显示器上呈现相同的内容。以前的研究通常没有尝试分别优化每种显示类型的内容。此外,以前没有考虑到,一些观众可能不会像其他人一样从更高水平的技术中受益。
The role of display technology and individual differences on presence
Originality/Value -- Having a better understanding of the relation between human factors and feelings of presence may facilitate the selection of people that are most likely to benefit from virtual reality applications such as virtual reality exposure therapy (e.g. Krijn et al, 2004). A better understanding of how presence can be optimized on different displays, may also lead to the possibility to use less complex display types (as compared to HMD's or CAVE's) to create virtual reality consumer applications. It also opens the possibility to tailor the virtual reality display to the individual, optimizing presence. Research approach -- First, we investigate the relationships between perceived presence and some human factors, including stereoscopic ability, depth impression, and personality. We describe this experiment here in some detail. Second, we focus on the potential maximum presence that can be obtained for specific devices, for example, by manipulating the size, perspective and viewing distance. Third, we will investigate how monocular depth cues can be used to maximize presence for different display types. Finally, we will look specifically at how presence can be maximized on small hand-held devices, for example by incorporating compensation for display movement. In all our experiments we will focus on public speaking and person-to-avatar communication. Presence is measured in three different ways: 1) through questionnaires, 2) behaviourally, and 3) physiologically. Motivation--Several factors such as the kind of display technology and the level of user interaction have been found to affect presence (e.g., IJsselsteijn et al, 2000). Generally, it had been concluded that the more immersive types of display result in higher levels of presence. However, studies comparing the effect of display technology on presence are mostly based on rendering the same content across different displays. Previous studies have typically not attempted to optimize the content for each display type individually. Furthermore, it has not been considered before that some viewers may not benefit as much as others from higher levels of technology.