An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games

An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games
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消费者对 VR 游戏临场感和模拟器晕眩症的看法的纵向趋势分析

DOI:
10.1145/3311350.3347159
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发表时间:
2019
期刊:
Proceedings of the Annual Symposium on Computer-Human Interaction in Play
影响因子:
--
通讯作者:
Andrew C. Robb
Andrew C. Robb
中科院分区:
--
文献类型:
--
作者:
John Porter;Andrew C. Robb

文献摘要

被引文献

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自2016年发布Oculus Rift CV1以来,数以百万计的VR耳机已经进入了消费者家庭。在这篇论文中,我们试图了解自消费者VR问世以来的两年内发生了哪些变化。在这篇文章中,我们通过分析关于VR的在线论坛的讨论,来思考我们可以从消费者VR的长期使用中学到什么。我们收集了HTC Vive发布后头两年在/r/Vive subreddit上发布的帖子。我们介绍了关于浸泡、存在和模拟器疾病的深入定性分析的结果。随着时间的推移,随着用户从被动转向主动,他们对沉浸和模拟器疾病的态度和期望也成熟了。人们感兴趣的主要趋势是游戏设计、实现和移动技术。
Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have found their way into consumer homes. In this paper, we sought to understand what shifts have taken place within the two years since consumer VR became available. In this paper, we consider what can be learned about long-term use of consumer VR through an analysis of discussions in online forums devoted to VR. We gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive's release. We present the results from an in-depth qualitative analysis concerning immersion, presence, and simulator sickness. Over time, as users moved from passive to active, their attitudes and expectations towards immersion and simulator sickness matured. Major trends of interest found were game design implementation and locomotion techniques.