同余(几何)
虚拟现实
沉浸式(数学)
感觉系统
计算机科学
人机交互
认知
感知
认知心理学
心理学
数学
神经科学
社会心理学
纯数学
作者
Hayeon Kim,In‐Kwon Lee
出处
期刊:IEEE Transactions on Visualization and Computer Graphics
[Institute of Electrical and Electronics Engineers]
日期:2022-02-15
卷期号:28 (5): 2080-2090
被引量:16
标识
DOI:10.1109/tvcg.2022.3150514
摘要
Studies in virtual reality (VR) have introduced numerous multisensory simulation techniques for more immersive VR experiences. However, although they primarily focus on expanding sensory types or increasing individual sensory quality, they lack consensus in designing appropriate interactions between different sensory stimuli. This paper explores how the congruence between auditory and visual (AV) stimuli, which are the sensory stimuli typically provided by VR devices, affects the cognition and experience of VR users as a critical interaction factor in promoting multisensory integration. We defined the types of (in)congruence between AV stimuli, and then designed 12 virtual spaces with different types or degrees of congruence between AV stimuli. We then evaluated the presence, immersion, motion sickness, and cognition changes in each space. We observed the following key findings: 1) there is a limit to the degree of temporal or spatial incongruence that can be tolerated, with few negative effects on user experience until that point is exceeded; 2) users are tolerant of semantic incongruence; 3) a simulation that considers synesthetic congruence contributes to the user's sense of immersion and presence. Based on these insights, we identified the essential considerations for designing sensory simulations in VR and proposed future research directions.
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