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
复制标题
探索虚拟现实游戏更高保真度显示和交互的效果
DOI:
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发表时间:
2011
期刊:
影响因子:
--
通讯作者:
Ryan P. McMahan
中科院分区:
文献类型:
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作者:
Ryan P. McMahan
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.
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:
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作者:
Dixon,MW;Wraga,M;Proffitt,DR;Williams,GC
通讯作者:
Williams,GC