CHS: Small: Investigating the Behavioral Effects of Longitudinal Exposure to Immersive Consumer Virtual Reality
CHS: Small: Investigating the Behavioral Effects of Longitudinal Exposure to Immersive Consumer Virtual Reality
批准号:
1717937
负责人:
Andrew Robb
金额:
$46.68万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2017
资助国家:
美国
项目状态:
已结题
起止时间:
2017-09-01 至 2021-08-31
中文摘要
随着消费者虚拟现实(VR)系统变得越来越可用,人们将开始在VR环境中花费越来越多的时间进行教育,工作,娱乐和交流。 该项目将研究人们在使用VR系统时如何随着时间的推移而变化,以及经验丰富的VR用户与新手用户的比较情况,以及现有的新手行为研究如何预测经验丰富的用户行为。 该团队将首先分析来自在线论坛的数据,人们在论坛上谈论他们在VR中的体验,以了解人们如何开始使用VR系统。 然后,他们将比较人们如何使用VR与使用传统界面在模拟环境中探索和熟练,使用Minecraft环境作为测试平台,并收集有关人们在环境中的行为,生理标记和自我报告的数据。 最后,他们将对在使用VR之前和之后执行常见VR任务的人进行纵向研究。 我们的目标是使用这些多个数据源来研究长期接触VR如何影响人们的行为和他们对VR的参与,并利用这些数据来促进人们如何与虚拟环境交互的心理理解以及此类系统的设计。 在这项工作中,该团队将开发从Minecraft收集行为数据的工具,并发布这些工具和收集的数据集,以使其他研究人员和教师受益。该项目分为三个主要阶段。 第一阶段将使用主题编码的前六个月的帖子从论坛致力于每一个主要的消费者VR技术,沿着采访的贡献者,这些论坛由这些主题指导,以确定人们如何反应,因为他们实验VR技术,并将其纳入他们的生活,以及影响这些反应的可用实现之间的关键差异。 第二项研究将要求参与者使用VR和标准桌面界面探索Minecraft六个小时,Minecraft支持各种可能的行为,并为收集有关这些行为和环境的数据提供了良好的API。 这些数据沿着视频和生物特征记录将围绕VR体验的五个核心要素进行分析:导航,与环境本身的交互和感知;以及个人在环境中的存在感和其他人和角色的社会存在感。 在第三项研究中,研究团队将要求VR新手完成一系列与五个核心领域相对应的VR任务,然后在几个月的时间里使用VR版本的Minecraft至少30小时,然后再次完成任务。 这将使他们能够比较新手和有经验的用户在VR环境中导航和交互的能力,以及VR专业知识对VR关键价值的影响,例如存在和关键障碍,例如模拟器疾病。
英文摘要
As systems for consumer virtual reality (VR) become more available, people will start to spend more and more time in VR environments for education, work, entertainment, and communication. This project will look at how people change as they use VR systems over time, as well as at how more experienced VR users compare to novice users and how well existing studies of novice behavior will predict experienced user behavior. The team will first analyze data from online forums where people talk about their experiences in VR to develop an understanding of how people have already begun to use VR systems. They will then compare how people explore and become skilled in simulated environments using VR versus using traditional interfaces, using the Minecraft environment as a testbed and collecting data about people's behavior in the environment, physiological markers, and self-reports about their experiences. Finally, they will conduct a longitudinal study of people performing common VR tasks both before and after spending a considerable amount of time using VR. The goal is to use these multiple data sources to study how long-term exposure to VR affects both people's behavior and their engagement with VR, and to use that to advance both psychological understandings of how people interact with virtual environments and the design of such systems. In doing the work, the team will develop tools to collect behavioral data from Minecraft and release both those tools and the datasets collected for the benefit of other researchers and teachers.The project is organized in three main phases. The first phase will use thematic coding of the first six months of posts from forums devoted to each of the main consumer VR technologies, along with interviews of contributors to those forums guided by those themes, to identify how people react as they experiment with VR technologies and incorporate them into their lives, as well as key differences between available implementations that affect those reactions. The second study will ask participants to use both VR and standard desktop interfaces for six hours exploring Minecraft, which supports a wide variety of possible behaviors and provides a good API for collecting data about both those behaviors and the environment. These data, along with video and biometric recordings, will be analyzed around five core elements of VR experiences: navigation through, interaction with, and perception of the environment itself; and feelings of both individual presence in the environment and social presence of other people and characters. In the third study, the team will ask VR novices to complete a series of VR tasks that correspond to the five core areas, then to use a VR version of Minecraft for at least 30 hours over the course of several months, then to complete the tasks again. This will allow them to compare novice and experienced users' ability to navigate and interact in VR environments, as well as effects of VR expertise on key values claimed for VR such as presence and key barriers such as simulator sickness.
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DOI:
10.1145/3561055
发表时间:
2022-09
期刊:
ACM Transactions on Applied Perception
影响因子:
1.6
作者:
[Kristopher Kohm;John R. Porter;Andrew C. Robb]
通讯作者:
Kristopher Kohm;John R. Porter;Andrew C. Robb
An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games
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
发表时间:
2019
期刊:
Proceedings of the Annual Symposium on Computer-Human Interaction in Play
影响因子:
--
作者:
[John Porter, Andrew C. Robb]
通讯作者:
Andrew C. Robb
Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality
体验很重要:虚拟现实中旋转增益敏感性的纵向变化
DOI:
10.1145/3560818
发表时间:
2022
期刊:
ACM Transactions on Applied Perception
影响因子:
1.6
作者:
[Robb, Andrew, Kohm, Kristopher, Porter, John]
通讯作者:
Porter, John
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft
DOI:
10.1145/3242671.3242677
发表时间:
2018-10
期刊:
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
影响因子:
--
作者:
[John Porter;Matthew Boyer;Andrew C. Robb]
通讯作者:
John Porter;Matthew Boyer;Andrew C. Robb
Perception of Spatial Relationships in Impossible Spaces
不可能空间中空间关系的感知
DOI:
--
发表时间:
2019
期刊:
ACM Symposium on Applied Perception
影响因子:
--
作者:
[Robb, A, Barwulor, C]
通讯作者:
Barwulor, C
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