Exploring the Effects of Higher-Fidelity Display and Interaction for Virtual Reality Games

Exploring the Effects of Higher-Fidelity Display and Interaction for Virtual Reality Games
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探索虚拟现实游戏更高保真度显示和交互的效果

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发表时间:
2011
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影响因子:
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通讯作者:
Ryan P. McMahan
Ryan P. McMahan
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作者:
Ryan P. McMahan

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近年来,消费者见证了一场技术革命,在自己的家中提供了更真实的体验。不断发展的技术提供了更大的显示器、更高分辨率、更快的刷新率和立体功能。这些进步提高了显示保真度——显示系统再现现实世界感官刺激的客观精确程度。同样,最新一代的视频游戏系统(例如,Nintendo Wii 和 Xbox Kinect)凭借其自然的、基于手势的交互,提高了交互保真度——在交互系统中再现现实世界交互的客观精确度。尽管这场技术革命提供了更真实的体验,但尚不完全清楚增加的显示保真度和交互保真度如何影响用户体验,因为增加对现实世界的保真度的影响尚未通过经验确定。本论文的目标是更好地理解显示保真度和交互保真度对用户体验的影响。在我们的研究背景中,我们选择了虚拟现实 (VR) 游戏,因为沉浸式 VR 可以实现高保真度,而游戏通常涉及复杂的性能密集型任务。在用户体验方面,我们关注客观性能指标和主观反应,例如存在感、参与度、感知可用性和总体偏好。我们进行了五项系统对照研究,评估对比水平下的显示和交互保真度,以便更好地了解其效果。在我们的第一项研究中,涉及三面 CAVE 内的 3D 对象操纵游戏,我们发现立体视觉和用户周围视野的总大小(即视野或 FOR)对操纵时间没有显着影响,但两种基于六自由度 (DOF) 输入的高保真交互技术优于基于键盘和鼠标输入的低保真技术。在我们的第二项研究中,涉及商业游戏机上的赛车游戏,我们只调查了交互保真度,发现两种基于 2D 操纵杆输入的低保真转向技术在单圈时间和驾驶错误方面优于两种基于 3D 加速计数据的高保真转向技术。
In recent years, consumers have witnessed a technological revolution that has delivered morerealistic experiences in their own homes. Expanding technologies have provided larger displays with higher resolutions, faster refresh rates, and stereoscopic capabilities. These advances have increased the level of display fidelity—the objective degree of exactness with which real-world sensory stimuli are reproduced by a display system. Similarly, the latest generation of video game systems (e.g., Nintendo Wii and Xbox Kinect) with their natural, gesture-based interactions have delivered increased levels of interaction fidelity— the objective degree of exactness with which real-world interactions can be reproduced in an interactive system. Though this technological revolution has provided more realistic experiences, it is not completely clear how increased display fidelity and interaction fidelity impact the user experience because the effects of increasing fidelity to the real world have not been empirically established. The goal of this dissertation is to provide a better understanding of the effects of both display fidelity and interaction fidelity on the user experience. For the context of our research, we chose virtual reality (VR) games because immersive VR allows for high levels of fidelity to be achieved while games usually involve complex, performance-intensive tasks. In regard to the user experience, we were concerned with objective performance metrics and subjective responses such as presence, engagement, perceived usability, and overall preferences. We conducted five systematically controlled studies that evaluated display and interaction fidelity at contrasting levels in order to gain a better understanding of their effects. In our first study, which involved a 3D object manipulation game within a three-sided CAVE, we found that stereoscopy and the total size of the visual field surrounding the user (i.e., field of regard or FOR) did not have a significant effect on manipulation times but two high-fidelity interaction techniques based on six degrees-of-freedom (DOF) input outperformed a low-fidelity technique based on keyboard and mouse input. In our second study, which involved a racing game on a commercial game console, we solely investigated interaction fidelity and found that two lowfidelity steering techniques based on 2D joystick input outperformed two high-fidelity steering techniques based on 3D accelerometer data in terms of lap times and driving errors.
沉浸式和非沉浸式显示器中绝对尺寸的眼高缩放。
DOI: 10.1037//0096-1523.26.2.582
发表时间: 2000
期刊: Journal of experimental psychology. Human perception and performance
影响因子: --
作者:
Dixon,MW;Wraga,M;Proffitt,DR;Williams,GC
通讯作者: Williams,GC