对寓教于乐虚拟环境中用户体验的影响:CAVE与HMD的比较

Katy Tcha-Tokey, E. Loup-Escande, O. Christmann, S. Richir
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引用次数: 23

摘要

沉浸式虚拟环境中的用户体验可以广义地定义为在虚拟环境中的存在感和沉浸感。在虚拟环境中感觉“在那里”和“被包围”的倾向似乎是提供高质量体验的必要条件。然而,这种用户体验定义是片面的,忽略了沉浸式虚拟环境中用户体验的其他组成部分。我们考虑沉浸式虚拟环境中的整体用户体验。在本研究中,我们使用我们统一的问卷来测量、分析和比较两种沉浸式虚拟设备(即洞穴自动虚拟环境和移动头戴式显示器)的用户体验。21名参与者参与了这项研究,并通过“图坦卡蒙国王VR2”教育娱乐虚拟应用程序评估了这些设备的用户体验。结果表明,CAVE比HMD更能诱导用户体验,且在存在感、参与度、心流、技能、判断力和体验结果上存在显著差异。结果还显示,CAVE和HMD在沉浸感、可用性、情感和技术采用方面没有显著差异。
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Effects on User Experience in an Edutainment Virtual Environment: Comparison Between CAVE and HMD
The user experience in immersive virtual environment can be broadly defined by the feeling of presence and immersion in a virtual environment. The propensity of feeling "there" and "enveloped by" in the virtual environment seems to be essential in offering a high quality of experience. However, this user experience definition is partial and neglects other components of the user experience in immersive virtual environments. We consider the overall user experience in immersive virtual environments. In this study, we use our unified questionnaire to measure, analyze and compare the user experience of two immersive virtual devices (i.e., a Cave Automatic Virtual Environment and a Mobile Head Mounted Display). 21 participants took place in this study and assessed the user experience of these devices through the "King Tut VR2" edutainment virtual application. The results show that the CAVE induced a greater user experience than the HMD with significant difference in presence, engagement, flow, skill, judgement and experience consequence. The results also show no significant difference in immersion, usability, emotion and technology adoption between the CAVE and the HMD.
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