基于虚拟现实的文化遗产展览的用户体验模型和设计策略

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-08 DOI:10.1007/s10055-024-00942-z
Qing Gong, Ning Zou, Wenjing Yang, Qi Zheng, Pengrui Chen
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摘要

基于虚拟现实(VR)的文化遗产展览(VRCHE)是基于VR的博物馆展览的重要类型。由于基于 VR 的人机交互界面与传统的人机交互界面存在差异,VRCHE 的用户体验(UX)设计遇到了机遇,因此提出 VRCHE 的用户体验模型至关重要。虽然目前已有一些研究 VRCHE 用户体验模型的著作,但由于其目前使用的方法论和实验材料的原因,它们还不足以完整地描述 VRCHE 的用户体验或提供任何设计策略。本研究利用结合定性和定量方法的基础理论进行实验。然后,本研究综合了基础理论的三级编码和定量分析结果,利用理论编码建立了详细的虚拟现实中心用户体验模型,并提出了设计策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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User experience model and design strategies for virtual reality-based cultural heritage exhibition

A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.

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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
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