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arXiv 2101.04449cs.HC
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将VR游戏流传输给广大观众:第一人称和第三人称视角的比较

Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives

Katharina Emmerich, Andrey Krekhov, Sebastian Cmentowski, Jens Krueger

摘要:

虚拟现实(VR)游戏的观众体验与其非VR前身有很大不同。在Twitch等平台上观看非VR游戏时,观众只会看到玩家所看到的,因为物理交互对整体印象来说并不重要。在VR中,沉浸式全身交互是玩家体验的重要组成部分。因此,内容创建者(如流媒体)通常依赖于绿屏或类似的解决方案来提供混合现实第三人称视图,以披露他们的全身动作。我们的工作比较了在线调查(N=217)中最流行的第一人称和第三人称视角的实现与三种不同的VR游戏。与目前第三人称流媒体的趋势相反,我们的主要结果是大多数观众更喜欢第一人称版本,他们认为这主要是因为更好地关注游戏中的动作和更高的参与度。基于研究的见解,我们为这两个角度提供了设计建议。

英文摘要:

The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N=217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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