Presence and Augmented Reality

临场感和增强现实

基本信息

  • 批准号:
    0534315
  • 负责人:
  • 金额:
    $ 38.6万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Continuing Grant
  • 财政年份:
    2005
  • 资助国家:
    美国
  • 起止时间:
    2005-12-01 至 2009-11-30
  • 项目状态:
    已结题

项目摘要

For more than a decade, "presence" has been a key concept for understanding and evaluating the effectiveness of virtual reality (VR) environments. VR researchers have used this term to describe the mental state of the user in response to being immersed in a virtual world, and typically equate presence with a sense of "being in the virtual world" or "a lack of a sense of mediation." Can presence be achieved for augmented reality (AR) systems as well, so that the user loses the sense of mediation and begins to respond to being immersed in a blended physical/virtual experience as if it were a single "world?" The goal of this research is to experimentally evaluate the impact of a range of technical and environmental factors on the quality of AR, so as to replace the beliefs developers wishing to create AR experiences now subscribe to with scientifically-supported guidelines or "rules of thumb" for best practices. To these ends, the PI and his team will explore immersion factors including graphics frame rate and texture quality, registration errors between the physical and virtual worlds, incorrect occlusion of the physical world by the virtual world, and conceptual consistency between the physical and virtual worlds. The research methods will be based on those used by researchers exploring presence in virtual reality (VR); one significant contribution of this work will be the adaptation and evaluation of the methods themselves to AR. The PI will build on the UNC VR "Pit" experiment, which leveraged a strong physiological reaction (fear of heights) to measure of presence, to develop an AR "Pit" experiment that generates similar physiological reactions, and will use it to evaluate the impact of the various immersion factors on the quality of an AR experience. Based on these findings, the PI will develop an AR presence questionnaire, which will then be applied to evaluate more realistic environments such as historic sites.Broader Impacts: By defining a framework for evaluating AR experiences, the PI will enable AR developers to compare their work using a shared set of tools and vocabulary. Similarly, guidelines for the immersion factors that affect AR experiences will enable non-AR researchers (such as artists and educators) to more effectively explore the medium of AR with an understanding of what they should and should not pay attention to when defining the requirements of new media-rich location-based experiences. The PI envisages that AR will become a powerful tool for informal education and entertainment applications, e.g., in historic areas, where well-designed AR environments have the potential to enhance the educational and emotional experience of a wide demographic of visitors, ranging from inner-city school children to international tourists. The evaluation techniques and development guidelines that will result from this research are critical to the success of such projects.
十多年来,“临场感”一直是理解和评估虚拟现实 (VR) 环境有效性的关键概念。 VR 研究人员使用这个术语来描述用户沉浸在虚拟世界中时的心理状态,通常将临场感等同于“身处虚拟世界”或“缺乏调解感”。 增强现实 (AR) 系统是否也可以实现临场感,从而使用户失去中介感并开始响应沉浸在混合的物理/虚拟体验中,就好像它是一个单一的“世界”? 这项研究的目标是通过实验评估一系列技术和环境因素对 AR 质量的影响,从而用科学支持的指南或最佳实践的“经验法则”来取代希望创建 AR 体验的开发人员现在所遵循的信念。 为此,PI 和他的团队将探索沉浸感因素,包括图形帧速率和纹理质量、物理世界和虚拟世界之间的配准错误、虚拟世界对物理世界的不正确遮挡以及物理世界和虚拟世界之间的概念一致性。 研究方法将基于研究人员探索虚拟现实(VR)中的存在所使用的方法;这项工作的一个重要贡献是方法本身对 AR 的适应和评估。 PI将在UNC VR“Pit”实验的基础上开发一个AR“Pit”实验,该实验利用强烈的生理反应(恐高症)来测量存在感,该实验会产生类似的生理反应,并将用它来评估各种沉浸因素对AR体验质量的影响。 根据这些发现,PI 将开发一份 AR 存在调查问卷,然后将其用于评估更现实的环境,例如历史遗址。 更广泛的影响:通过定义评估 AR 体验的框架,PI 将使 AR 开发人员能够使用一组共享的工具和词汇来比较他们的工作。 同样,影响 AR 体验的沉浸因素指南将使非 AR 研究人员(例如艺术家和教育工作者)能够更有效地探索 AR 媒介,了解在定义新媒体丰富的基于位置的体验的要求时应该和不应该注意什么。 PI 预计 AR 将成为非正式教育和娱乐应用的强大工具,例如在历史地区,精心设计的 AR 环境有可能增强广大游客的教育和情感体验,包括市中心的学童和国际游客。这项研究产生的评估技术和开发指南对于此类项目的成功至关重要。

项目成果

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Blair MacIntyre其他文献

Is Native Naïve? Comparing Native Game Engines and WebXR as Immersive Analytics Development Platforms
将原生游戏引擎和 WebXR 作为沉浸式分析开发平台进行比较吗?
  • DOI:
  • 发表时间:
    2024
  • 期刊:
  • 影响因子:
    1.8
  • 作者:
    P. Butcher;A. Batch;David Saffo;Blair MacIntyre;Niklas Elmqvist;Panagiotis D. Ritsos;T. Rhyne
  • 通讯作者:
    T. Rhyne

Blair MacIntyre的其他文献

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{{ truncateString('Blair MacIntyre', 18)}}的其他基金

ISMAR 2012 Doctoral Consortium
ISMAR 2012 博士联盟
  • 批准号:
    1261694
  • 财政年份:
    2012
  • 资助金额:
    $ 38.6万
  • 项目类别:
    Standard Grant
CAREER:Supporting Design Exploration, Prototyping and Testing of Creative Augmented Reality Experiences
职业:支持创意增强现实体验的设计探索、原型设计和测试
  • 批准号:
    0347712
  • 财政年份:
    2004
  • 资助金额:
    $ 38.6万
  • 项目类别:
    Continuing Grant

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