The effect of embodied interaction designs on flow experience: examination in VR games

The effect of embodied interaction designs on flow experience: examination in VR games
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DOI:
10.1007/s10055-023-00758-3
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发表时间:
2023-01
期刊:
影响因子:
4.2
通讯作者:
Yulong Bian;Chao Zhou;Wei Gai;Juan Liu;Chenglei Yang
Yulong Bian;Chao Zhou;Wei Gai;Juan Liu;Chenglei Yang
中科院分区:
计算机科学3区
文献类型:
--
作者:
Yulong Bian;Chao Zhou;Wei Gai;Juan Liu;Chenglei Yang

文献摘要

相似文献

虚拟交互(EI)是一种基于身体的交互模式,具有增强虚拟现实(VR)中的流体验的潜力。为了验证这一假设,本文区分了VR中三种常见的EI类型,即基于身体的EI,有形的EI和基于化身的EI。在实证研究1-3中,进行了三个比较实验,以检查这些EI模式对流动体验的各自影响。主观和生理数据(例如,皮肤电活动等)来自研究1-2的研究表明,使用基于身体和有形的EI会导致生理唤醒(浓度的重要指标)和流动体验的增强。研究3揭示了基于化身的情绪智力对心流体验的影响。使用高所有权的化身被发现可以增强存在感和参与感,从而提高心流。这种影响仅针对有经验的用户,显示出调节作用。这些积极影响的机制需要进一步澄清。
Embodied interaction (EI) is a body-based interactive paradigm that has the potential to enhance the flow experience in virtual reality (VR). To examine this hypothesis, this paper distinguishes three common types of EI in VR, namely body-based, tangible, and avatar-based EI. In empirical studies 1–3, three comparative experiments were carried out to examine the respective effects of these EI modes on flow experience. Subjective and physiological data (e.g., electrodermal activity, etc.) from studies 1–2 show that the use of body-based and tangible EI leads to the enhancement of physiological arousal (an important indicator of concentration) and flow experience. Study 3 reveals the effect of avatar-based EI on flow experience. Using a high-ownership avatar is found to enhance the sense of presence and involvement, which then improves flow. This effect is only for experienced users, showing a moderating effect. The mechanism of these positive effects requires further clarification.