AI 中文总结
本研究对比了 VR 旅游应用中基于网格与 3DGS 的数字孪生的用户体验,发现 3DGS 真实感更强但实用质量不足,网格版 UX 良好,还提出了临场感与晕动症的优化问题。
AI 中文摘要
数字孪生(Digital Twins, DTs)正越来越多地应用于虚拟旅游的沉浸式体验中。虚拟现实(Virtual Reality, VR)可实现对复制定位的远程访问,用于推广或接触脆弱及乡村文化遗产地。然而,开发旅游目的地的高保真数字孪生成本高昂,原因在于三维环境的手动创建。诸如 3D Gaussian splatting(3DGS)之类的新型三维渲染技术,为创建沉浸式体验提供了极具前景的方法。本研究探究了虚拟现实旅游应用中基于三维网格的场景与基于 3DGS 的场景的用户体验(User Experience, UX)。在一项实验室研究中,20 名参与者体验了两个版本,并通过标准化问卷对用户体验、晕动症、临场感和情感进行评分,同时还创建了一份定制问卷来测量对数字孪生的感知。收集的数据表明,两个版本均受到喜爱并引发积极情感,其中网格版本获得了良好的用户体验评分;尽管 3DGS 版本在体验真实感方面得分更高,但在实用质量方面存在明显不足。此外,结果显示两个版本的临场感均可增强,晕动症均可减轻。总体而言,本研究通过实现基于网格和基于 3DGS 的数字孪生,增进了对虚拟现实旅游应用用户体验的理解,并提出了关于真实感感知的重要问题。
英文摘要
Digital Twins (DTs) are increasingly used for immersive experiences in virtual tourism. Virtual Reality (VR) enables remote visits to replicated locations for promotional purposes or access to fragile and rural cultural heritage sites. However, developing high-fidelity DTs of tourist destinations is costly, due to the manual creation of 3D environments. Novel 3D rendering techniques, such as 3D Gaussian splatting (3DGS), pose a promising approach to creating immersive experiences. This study investigates the user experience (UX) of a 3D-mesh-based scene and a 3DGS-based scene within a VR tourism application. In a laboratory study, 20 participants engaged with both versions and rated UX, cybersickness, presence and affect through standardized questionnaires. A custom questionnaire was created to measure the perception of the DTs. The collected data suggests that both versions were enjoyed and induced positive affect, with the Mesh version receiving good UX ratings. While the 3DGS version scored higher in terms of experienced realism, it showed clear weaknesses in pragmatic quality. Further, the results suggest that the feeling of presence could be enhanced and cybersickness reduced in both versions. Overall, the study contributes to the understanding of UX in VR tourism applications by implementing mesh-based and 3DGS-based DTs and raising important questions about the perception of realism.
CommentsAccepted to the 1st Workshop on Hyperrealism in XR at ISMAR 2026