EntangleVR++:评估在交互式虚拟现实场景创建系统中使用纠缠的潜力

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-12-22 DOI:10.3389/frvir.2023.1252551
Mengyu Chen, Marko Peljhan, Misha Sra
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引用次数: 0

摘要

交互式数字故事通过允许玩家在关键路口做出选择,为玩家提供了一种灵活性和自由感。这些选择推动了叙事的发展,并在一定程度上决定了玩家的故事发展。正如之前的工作所显示的那样,控制或参与叙事构建的能力可以给玩家带来高度的代入感,从而使玩家在叙事体验中产生更强烈的沉浸感。为了支持这种交互式叙事的设计,我们的系统 EntangleVR++ 借鉴了量子计算中的纠缠概念。我们对纠缠的使用使创作者和故事讲述者能够控制由玩家的选择引发的故事事件的相关顺序。在这项工作中,我们评估了我们的纠缠理念如何让创作者轻松快速地设计出交互式虚拟现实叙事。我们请 16 位参与者使用我们的系统,并根据用户访谈、屏幕录制分析和问卷反馈,提取了四个主题。从这些主题和整个研究中,我们得出了四种创作策略,供有意设计未来可视化界面的工具设计者使用,以交互式创建虚拟场景,其中包括关系对象和由玩家交互驱动的多种结果。
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EntangleVR++: evaluating the potential of using entanglement in an interactive VR scene creation system
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.
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来源期刊
CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
期刊最新文献
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