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基于信息感知的虚拟现实用户临场感研究 被引量:5

Study on Information Perception Based User Presence in Virtual Reality
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摘要 虚拟现实(Virtual Reality, VR)技术通过计算机构建仿真环境,为用户提供三维动态视图,增强用户的感官体验,使用户获得身临其境的沉浸感。随着虚拟现实技术的兴起和不断发展,人们在VR中的视觉和听觉体验有了很大的进步。随着多媒体技术的发展,全景视频逐渐出现。与普通视频相比,全景视频具有更宽的视角和更丰富的视觉信息。虚拟现实技术的广泛应用和全景视频技术的发展,使虚拟现实全景视频(VR Video)成为最受欢迎和关注的虚拟现实服务之一。用户在虚拟现实环境中的信息感知和接受行为也受到了影响。研究基于SMOTE算法、贝叶斯网络与逻辑回归等统计分析方法和Few-shot Learning算法,通过对比用户分别使用VR头戴式显示器和普通显示器iPad观看全景视频时的信息记忆程度、真实感、参与感等方面的差异,来探究用户在虚拟现实环境下的信息接受效果及临场感与传统媒介环境下的差异。实验结果表明,虚拟现实环境下的用户信息接受效果是传统媒介下的1.24倍,且虚拟现实环境下用户对于非正面信息和局部信息的接受效果分别是传统媒介下的1.626倍和1.245倍,同时表明,用户的视觉停留时间长度对信息接受效果有正向影响。另外,在证实临场感可以被细分为真实感和参与感后,当临场感强时,视频A-视频D的平均信息记忆数目为9.20,9.13,8.83,10.57,而临场感弱时,其平均信息记忆数目为8.53,6.80,7.14,7.66,证明了用户信息感知时的临场感有利于使用户获得更好的信息接受效果。 Virtual Reality(VR) technology builds a simulation environment through a computer, provides users with a three-dimensional dynamic view, and enhances the user’s sensory experience, so that the user will get an immersive sense of immersion.With the rise and continuous development of virtual reality technology, people’s visual and auditory experience has made great progress.With the development of multimedia technology, panoramic video emerges gradually.Compared with ordinary video, panoramic video has a wider viewing angle and richer visual information.The wide application of virtual reality technology and the development of panoramic video technology make virtual reality panoramic video(VR Video) become one of the most popular and concerned VR services.The information perception and acceptance behavior of users in the virtual reality environment have also been affected.Based on SMOTE algorithm, Bayesian network, logistic regression, and other statistical analysis methods and Few-shot Learning algorithm, this paper compares the differences in users’ information memory degree, sense of reality, sense of participation, and other aspects when using VR head-mounted display and ordinary display iPad to watch panoramic video respectively.To explore the difference between the user’s information acceptance effect and the sense of presence in the virtual reality environment and the traditional media environment.Experiments show that users with virtual reality headsets score an average of about 0.786 for message acceptance, compared with 0.634 for iPad users with regular displays.Among them, the score of positive information and non-positive information receiving effect in the virtual reality environment is 1.626 times and 1.245 times that of in the traditional environment respectively.However, it is noteworthy that in video A,which has the longest average scene duration, there is no significant difference in the information acceptance effect.In addition, the length of the user’s visual residence time has a positive impact on the acceptance effect of information.After verifying that the sense of presence can be subdivided into the sense of reality and sense of participation, this paper shows that the score of users for the sense of presence in the iPad environment is always lower than that of in a VR environment through feature engineering and classification decision tree.After that, the correlation coefficient of the least square method is used to prove that presence has a positive effect on user information acceptance.Meanwhile, with the help of the Few-shot Learning algorithm, the average information memory number of video A-D is 9.20,9.13,8.83,and 10.57 when the sense of presence is strong, while the average information memory number of video A-D is 8.53,6.80,7.14 and 7.66 when the sense of presence is weak.It is proved that the user’s sense of presence during information perception is beneficial to the user to obtain a better information acceptance effect.
作者 曲倩文 车啸平 曲晨鑫 李瑾如 QU Qian-wen;CHE Xiao-ping;QU Chen-xin;LI Jin-ru(School of Software Engineering,Beijing Jiaotong University,Beijing 100044,China)
出处 《计算机科学》 CSCD 北大核心 2022年第9期146-154,共9页 Computer Science
基金 中央高校基本科研业务费专项资金(2021JBM028)。
关键词 虚拟现实 全景视频 信息感知 临场感 用户体验 Virtual reality Panoramic video Information perception Presence User experience
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