展示
接见者模式
虚拟现实
人机交互
计算机科学
美学
视觉艺术
艺术
程序设计语言
作者
Seung Jin Chung,Soyeon Kim,Ki Han Kim
标识
DOI:10.1016/j.ijhcs.2023.103145
摘要
As interest in the metaverse grows, attention to virtual reality (VR) exhibitions has also increased. Furthermore, with the potential and possibility of a virtual environment without physical and economic constraints, expectations for user experiences based on diverse exhibition environments are increasing. Accordingly, this study investigated the characteristics of user experience in relation to the spatial environment of VR exhibitions, particularly focusing on the representational fidelity of the real-physical world. We experimented with comparing the user experience in reality-based (realistically representing the physical world, high representational fidelity level) and virtuality-based (surreal, low representational fidelity level) VR exhibition settings to explore design implementation. User experience data were collected through surveys, behavioral observation by video recording, and interviews. In terms of surveys, there was no significant difference in presence and enjoyment by environment, but the reality-based environment was scored significantly higher for communication. The behavioral analysis found that more active movements were captured in the virtuality-based environment. Qualitative analysis of the interview found differences in perception, emotions, and behavior by spatial environment, such that the newness and openness of the virtuality-based environment induced active movement of participants, and the familiarity of the reality-based environment provided comfortable feelings and supported participants’ concentration on exhibition contents. The results of the study suggest how the spatial environment of VR exhibitions can contribute to user experiences.
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