基于认知和情绪的虚拟现实竞技游戏用户体验研究
Research on User Experience of Virtual Reality Competitive Games Based on Cognition and Emotion
Author:
Zhang JinghongZhang Jinghong
School of Mechanical and Electrical Engineering,Beijing University of Civil Engineering and Architecture
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Feng Fan
School of Mechanical and Electrical Engineering,Beijing University of Civil Engineering and Architecture
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Qing Kuo
School of Mechanical and Electrical Engineering,Beijing University of Civil Engineering and Architecture
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Fund Project:
National Natural Science Foundation of China
摘要 | | 访问统计 | | | || 文章评论摘要:
本文探讨了用户在虚拟现实竞技游戏中的认知、情绪反应及临场感,并分析了三者之间的相关性。研究综合采用了实验研究、访谈及问卷等方法,在Oculus Quest一体机构建的虚拟现实游戏平台上,使用游戏情绪量表、游戏交互量表、多维存在性量表及依据VACP(Visual, Auditory, Cognitive and Psychomotor)理论的问卷,采集了参试者在竞技游戏中的主观感受、认知过程、情绪反应和临场感数据,其中认知和情绪都包括参与和挑战两个维度。数据分析结果显示,在游戏中用户的情绪参与和挑战得分大于认知参与和挑战得分;视觉和听觉通道资源负荷较大;用户的情绪反应与临场感的相关性非常显著。由此可见,在虚拟现实竞技游戏设计中可以利用临场感和情绪的显著相关关系,加强情绪导向设计,减少认知负荷,使用视觉和听觉的特点营造更加身临其境的氛围引导用户融入其中,产生更好的用户体验。
Abstract:
This paper discusses the user's cognition, emotional response and presence in virtual reality competitive games, and analyzes the correlation between the three. The research comprehensively adopted methods such as experimental research, interviews and questionnaires. On the virtual reality game platform constructed by the Oculus Quest all-in-one machine, using the Game Emotion Scale, the Game Interaction Scale, the Multidimensional Presence Scale, and questionnaire of VACP (Visual, Auditory, Cognitive and Psychomotor) theory to collect data on participants’ subjective feelings, cognitive processes, emotional response and sense of presence in competitive game, both cognition and emotion include two dimensions of participation and challenge. The data analysis results show that the user's emotional engagement and challenge scores are greater than the cognitive engagement and challenge scores in the game; the visual and auditory channel resource load is larger; the correlation between the user's emotional response and the sense of presence is very significant. It can be seen that in the design of virtual reality competitive games, the significant correlation between presence and emotion can be used to strengthen the emotion-oriented design, reduce cognitive load, and use visual and auditory features to create a more immersive atmosphere to guide users to integrate into it. Better user experience.
引用本文 张静红,张宜静,冯帆,等. 基于认知和情绪的虚拟现实竞技游戏用户体验研究[J]. 科学技术与工程, 2022, 22(16): 6592-6598.
Zhang Jinghong, Zhang Yijing, Feng Fan, et al. Research on User Experience of Virtual Reality Competitive Games Based on Cognition and Emotion[J]. Science Technology and Engineering,2022,22(16):6592-6598.
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分享 文章指标 点击次数:246 下载次数: 955 HTML阅读次数: 0 历史 收稿日期:2021-08-04 最后修改日期:2022-02-24 录用日期:2021-12-25 在线发布日期: 2022-06-22相关知识
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