Virtual Animals as Diegetic Attention Guidance Mechanisms in 360-Degree Experiences

Virtual Animals as Diegetic Attention Guidance Mechanisms in 360-Degree Experiences
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虚拟动物作为 360 度体验中的饮食注意力引导机制

DOI:
10.1109/tvcg.2021.3106490
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发表时间:
2021
影响因子:
5.2
通讯作者:
Welch, Greg
Welch, Greg
中科院分区:
计算机科学1区
文献类型:
--
作者:
Norouzi, Nahal;Bruder, Gerd;Erickson, Austin;Kim, Kangsoo;Bailenson, Jeremy;Wisniewski, Pamela;Hughes, Charlie;Welch, Greg

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360-电影虚拟现实和360度视频等体验正变得越来越受欢迎。在大多数示例中,观看者可以通过改变他们的取向来自由地探索内容。然而,在某些情况下,这种增加的自由可能导致观众错过这种体验中的重要事件。因此,最近的研究重点集中在研究引导观众注意力的机制,同时保持他们的存在感和培养积极的用户体验。一种方法是利用diegetic机制,其特点是内部一致性方面的叙事和环境,注意力的指导。虽然这种机制非常有吸引力,但它们的用途和潜在的实现仍然没有得到很好的理解。此外,在360度体验中承认用户与更高的存在感和连接感有关。然而,很少有人知道,当承认行为进行的注意力引导机制。为了缩小这些差距,我们进行了一项受试者内用户研究,其中有五种情况:没有指南和虚拟箭头,鸟,狗,以及承认用户和环境的狗。通过我们的混合方法分析,我们发现,动态虚拟动物产生了更积极的用户体验,所有这些都至少与非动态箭头一样有效地引导用户走向目标事件。在偏好和用户体验方面,承认的狗从我们的参与者那里得到了最积极的回应,并且与非diegetic箭头相比,显着提高了他们的存在感。最后,从对参与者反馈的定性分析中得出三个主题,表明导游的融入,其承认行为和参与者的积极联想是参与者偏好的主要因素。
360-degree experiences such as cinematic virtual reality and 360-degree videos are becoming increasingly popular. In most examples, viewers can freely explore the content by changing their orientation. However, in some cases, this increased freedom may lead to viewers missing important events within such experiences. Thus, a recent research thrust has focused on studying mechanisms for guiding viewers' attention while maintaining their sense of presence and fostering a positive user experience. One approach is the utilization of diegetic mechanisms, characterized by an internal consistency with respect to the narrative and the environment, for attention guidance. While such mechanisms are highly attractive, their uses and potential implementations are still not well understood. Additionally, acknowledging the user in 360-degree experiences has been linked to a higher sense of presence and connection. However, less is known when acknowledging behaviors are carried out by attention guiding mechanisms. To close these gaps, we conducted a within-subjects user study with five conditions of no guide and virtual arrows, birds, dogs, and dogs that acknowledge the user and the environment. Through our mixed-methods analysis, we found that the diegetic virtual animals resulted in a more positive user experience, all of which were at least as effective as the non-diegetic arrow in guiding users towards target events. The acknowledging dog received the most positive responses from our participants in terms of preference and user experience and significantly improved their sense of presence compared to the non-diegetic arrow. Lastly, three themes emerged from a qualitative analysis of our participants' feedback, indicating the importance of the guide's blending in, its acknowledging behavior, and participants' positive associations as the main factors for our participants' preferences.
虚拟现实、360° 视频和新闻研究:沉浸式技术的概念方法
DOI: --
发表时间: 2019
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