身临其境虚拟环境中的寻路,作为虚拟代理支持的社交活动

A. Bönsch, Jonathan Ehret, Daniel Rupp, Torsten W. Kuhlen
{"title":"身临其境虚拟环境中的寻路,作为虚拟代理支持的社交活动","authors":"A. Bönsch, Jonathan Ehret, Daniel Rupp, Torsten W. Kuhlen","doi":"10.3389/frvir.2023.1334795","DOIUrl":null,"url":null,"abstract":"Effective navigation and interaction within immersive virtual environments (IVEs) rely on thorough scene exploration. Therefore, wayfinding is essential, assisting users in comprehending their surroundings, planning routes, and making informed decisions. Based on real-life observations, wayfinding is, thereby, not only a cognitive process but also a social activity profoundly influenced by the presence and behaviors of others. In virtual environments, these “others” are virtual agents (VAs), defined as anthropomorphic computer-controlled characters, who enliven the environment and can serve as background characters or direct interaction partners. However, less research has been conducted to explore how to efficiently use VAs as social wayfinding support. In this paper, we aim to assess and contrast user experience, user comfort, and acquisition of scene knowledge through a between-subjects study involving n = 60 participants across three distinct wayfinding conditions in one slightly populated urban environment: (i) unsupported wayfinding, (ii) strong social wayfinding using a virtual supporter who incorporates guiding and accompanying elements while directly impacting the participants’ wayfinding decisions, and (iii) weak social wayfinding using flows of VAs that subtly influence the participants’ wayfinding decisions by their locomotion behavior. Our work is the first to compare the impact of VAs’ behavior in virtual reality on users’ scene exploration, including spatial awareness, scene comprehension, and comfort. The results show the general utility of social wayfinding support, while underscoring the superiority of the strong type. Nevertheless, further exploration of weak social wayfinding as a promising technique is needed. Thus, our work contributes to the enhancement of VAs as advanced user interfaces, increasing user acceptance and usability.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"1992 7","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Wayfinding in immersive virtual environments as social activity supported by virtual agents\",\"authors\":\"A. Bönsch, Jonathan Ehret, Daniel Rupp, Torsten W. Kuhlen\",\"doi\":\"10.3389/frvir.2023.1334795\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Effective navigation and interaction within immersive virtual environments (IVEs) rely on thorough scene exploration. Therefore, wayfinding is essential, assisting users in comprehending their surroundings, planning routes, and making informed decisions. Based on real-life observations, wayfinding is, thereby, not only a cognitive process but also a social activity profoundly influenced by the presence and behaviors of others. In virtual environments, these “others” are virtual agents (VAs), defined as anthropomorphic computer-controlled characters, who enliven the environment and can serve as background characters or direct interaction partners. However, less research has been conducted to explore how to efficiently use VAs as social wayfinding support. In this paper, we aim to assess and contrast user experience, user comfort, and acquisition of scene knowledge through a between-subjects study involving n = 60 participants across three distinct wayfinding conditions in one slightly populated urban environment: (i) unsupported wayfinding, (ii) strong social wayfinding using a virtual supporter who incorporates guiding and accompanying elements while directly impacting the participants’ wayfinding decisions, and (iii) weak social wayfinding using flows of VAs that subtly influence the participants’ wayfinding decisions by their locomotion behavior. Our work is the first to compare the impact of VAs’ behavior in virtual reality on users’ scene exploration, including spatial awareness, scene comprehension, and comfort. The results show the general utility of social wayfinding support, while underscoring the superiority of the strong type. Nevertheless, further exploration of weak social wayfinding as a promising technique is needed. Thus, our work contributes to the enhancement of VAs as advanced user interfaces, increasing user acceptance and usability.\",\"PeriodicalId\":502489,\"journal\":{\"name\":\"Frontiers in Virtual Reality\",\"volume\":\"1992 7\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-02-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Frontiers in Virtual Reality\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3389/frvir.2023.1334795\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in Virtual Reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/frvir.2023.1334795","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

在沉浸式虚拟环境(IVE)中进行有效的导航和交互有赖于对场景的全面探索。因此,寻路至关重要,它可以帮助用户理解周围环境、规划路线并做出明智的决定。根据对现实生活的观察,寻路不仅是一个认知过程,也是一项社会活动,受到他人的存在和行为的深刻影响。在虚拟环境中,这些 "他人 "就是虚拟代理(VA),其定义是由计算机控制的拟人化角色,他们可以充当背景角色或直接的交互伙伴,为环境增添活力。然而,关于如何有效利用虚拟代理作为社会寻路支持的研究较少。在本文中,我们旨在通过一项主体间研究对用户体验、用户舒适度和场景知识的获取进行评估和对比,该研究涉及 n = 60 名参与者,在一个人口略微密集的城市环境中,在三种不同的寻路条件下进行:(i) 无支持寻路,(ii) 使用虚拟支持者的强社交寻路,该支持者结合了引导和陪伴元素,同时直接影响参与者的寻路决策,以及 (iii) 使用虚拟支持者的弱社交寻路,该支持者的运动行为会微妙地影响参与者的寻路决策。我们的研究首次比较了虚拟现实中虚拟人的行为对用户场景探索的影响,包括空间意识、场景理解和舒适度。研究结果表明,社交寻路支持具有普遍实用性,同时强调了强社交寻路支持的优越性。尽管如此,还需要进一步探索弱社交寻路这一有前途的技术。因此,我们的工作有助于增强虚拟现实技术作为高级用户界面的功能,提高用户接受度和可用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Wayfinding in immersive virtual environments as social activity supported by virtual agents
Effective navigation and interaction within immersive virtual environments (IVEs) rely on thorough scene exploration. Therefore, wayfinding is essential, assisting users in comprehending their surroundings, planning routes, and making informed decisions. Based on real-life observations, wayfinding is, thereby, not only a cognitive process but also a social activity profoundly influenced by the presence and behaviors of others. In virtual environments, these “others” are virtual agents (VAs), defined as anthropomorphic computer-controlled characters, who enliven the environment and can serve as background characters or direct interaction partners. However, less research has been conducted to explore how to efficiently use VAs as social wayfinding support. In this paper, we aim to assess and contrast user experience, user comfort, and acquisition of scene knowledge through a between-subjects study involving n = 60 participants across three distinct wayfinding conditions in one slightly populated urban environment: (i) unsupported wayfinding, (ii) strong social wayfinding using a virtual supporter who incorporates guiding and accompanying elements while directly impacting the participants’ wayfinding decisions, and (iii) weak social wayfinding using flows of VAs that subtly influence the participants’ wayfinding decisions by their locomotion behavior. Our work is the first to compare the impact of VAs’ behavior in virtual reality on users’ scene exploration, including spatial awareness, scene comprehension, and comfort. The results show the general utility of social wayfinding support, while underscoring the superiority of the strong type. Nevertheless, further exploration of weak social wayfinding as a promising technique is needed. Thus, our work contributes to the enhancement of VAs as advanced user interfaces, increasing user acceptance and usability.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Immersive insights: evaluating augmented reality interfaces for pedestrians in a CAVE-based experiment Object Motion Manipulation and time perception in virtual reality The museum of digital things: extended reality and museum practices Editorial: Mixed reality in palliative care Ethical approach to the use of immersive technologies. Advance about digitalisation of multilingual programs in the EHEA
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1