沉浸式能力和沉浸式素养:探索用户如何学习沉浸式体验

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-03-23 DOI:10.3389/frvir.2023.1129242
A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman
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引用次数: 3

摘要

虽然通过近眼显示器介导的沉浸式体验仍然是一种相对不成熟的媒介,但仍有数百万消费者设备在使用。潜在受众对界面和媒体形式的认识程度会有很大差异。用户可能拥有个人设备,或者可能在各种场所遇到身临其境的系统。我们引入了“沉浸式能力”一词,指的是用户积累的关于典型沉浸式界面如何工作的一般实践知识和技能——按钮的使用方式、主要的移动技术等。然后引入了“身临其境素养”一词来指的是意识到沉浸式界面是如何独特的,当它们可能是合适的时,是典型的媒体形式,等。我们勾勒出用户如何通过沉浸式媒体培养能力和素养,然后强调提出的各种悬而未决的问题。
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Immersive competence and immersive literacy: Exploring how users learn about immersive experiences
While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.
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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
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