从感知到认知:延迟如何影响VR会议中的交互流畅度与社交存在
From Perception to Cognition: How Latency Affects Interaction Fluency and Social Presence in VR Conferencing
AI总结:
本研究探讨了延迟对VR会议中交互流畅度和社交存在的影响,通过主观实验分析两者的关系,为优化虚拟环境体验提供参考。
摘要:
虚拟现实(VR)会议有潜力为地理上分散的用户提供沉浸式环境,通过虚拟形象实现丰富的社交互动和用户体验。然而,VR远程通信不可避免地引入端到端(E2E)延迟,这可能显著影响用户体验。为了明确延迟的影响,我们进行了主观实验,分析延迟如何从质量感知的角度影响交互流畅度,并从社交认知的角度影响社交存在,将VR会议与传统视频会议(VC)进行比较。具体而言,交互流畅度强调用户对交互速度和响应性的感知,并使用绝对类别评分(ACR)方法进行评估。相比之下,社交存在则关注对交互的认知理解,即个体是否能够理解他人表达的意图、情感和行为。它主要使用联网心灵社交存在量表(NMSPI)进行测量。基于此分析,我们进一步研究在不同延迟条件下交互流畅度与社交存在之间的关系,以阐明其背后的感知和认知机制。这些主观测试的结果为优化相关系统提供了有意义的见解,有助于提高交互流畅度并增强沉浸式虚拟环境中的社交存在。
英文摘要:
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably introduces end-to-end (E2E) latency, which can significantly impact user experience. To clarify the impact of latency, we conducted subjective experiments to analyze how it influences interaction fluency from the perspective of quality perception and social presence from the perspective of social cognition, comparing VR conferencing with traditional video conferencing (VC). Specifically, interaction fluency emphasizes user perception of interaction pace and responsiveness and is assessed using Absolute Category Rating (ACR) method. In contrast, social presence focuses on the cognitive understanding of interaction, specifically whether individuals can comprehend the intentions, emotions, and behaviors expressed by others. It is primarily measured using the Networked Minds Social Presence Inventory (NMSPI). Building on this analysis, we further investigate the relationship between interaction fluency and social presence under different latency conditions to clarify the underlying perceptual and cognitive mechanisms. The findings from these subjective tests provide meaningful insights for optimizing the related systems, helping to improve interaction fluency and enhancing social presence in immersive virtual environments.
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