본 연구에서는 다양한 색채환경에 대한 반응을 파악하기 위해 3차원가상환경인터페이스를 개발하고, 개발된 인터페이스에 대해 사용자가 어떻게 감성적으로 인터렉션하는지를 평가하였다. 3차원 가상환경은 후면 투사형 대형화면을 통해 제시되었으며, 가구를 포함한 실내 환경요소에 12가지 색채조합을 적용한 후, 피실험자들에게 색채조합에 대한 반응과 아울러 가상환경 인터페이스를 통한 감성적 인터렉션을 함께 평가하도록 하였다. 총 34명의 대학생들이 실험에 참여하였으며, 피실험자들은 대형화면 ($8'{\times}6'$)에 제시되는 고화질의 색채 환경 속에서 표준 입력장치를 사용하여 360도로 시선을 움직일 수 있었다. '공간적 실재감(Spatial Presence)', '주제와 연관성(TopicInvolvement)', 및 '유쾌함(Enjoyment)'에 관한 자기보고형 설문지를 통해 가상환경파의 인터랙션을 통한 감성 및 인지적 반응을 파악하였다. 현 연구는 향후 디자인 연구, 특히 환경디자인 연구에 3차원 가상환경 인터페이스를 적용하고자 하는 연구자들이 사용자 인터랙션을 사전에 이해하는데 기여할 것으로 기대된다.
본 연구에서는 다양한 색채환경에 대한 반응을 파악하기 위해 3차원 가상환경 인터페이스를 개발하고, 개발된 인터페이스에 대해 사용자가 어떻게 감성적으로 인터렉션하는지를 평가하였다. 3차원 가상환경은 후면 투사형 대형화면을 통해 제시되었으며, 가구를 포함한 실내 환경요소에 12가지 색채조합을 적용한 후, 피실험자들에게 색채조합에 대한 반응과 아울러 가상환경 인터페이스를 통한 감성적 인터렉션을 함께 평가하도록 하였다. 총 34명의 대학생들이 실험에 참여하였으며, 피실험자들은 대형화면 ($8'{\times}6'$)에 제시되는 고화질의 색채 환경 속에서 표준 입력장치를 사용하여 360도로 시선을 움직일 수 있었다. '공간적 실재감(Spatial Presence)', '주제와 연관성(Topic Involvement)', 및 '유쾌함(Enjoyment)'에 관한 자기보고형 설문지를 통해 가상환경파의 인터랙션을 통한 감성 및 인지적 반응을 파악하였다. 현 연구는 향후 디자인 연구, 특히 환경디자인 연구에 3차원 가상환경 인터페이스를 적용하고자 하는 연구자들이 사용자 인터랙션을 사전에 이해하는데 기여할 것으로 기대된다.
The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}...
The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.
The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.
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문제 정의
In this study the topic, color combinations, is associated with the source of involvement with the VR interface. If the VR interface with a large screen is more interesting to the users, then it is more likely to draw the user's attention.
This study aimed to gain a basic 낪nderstaEing of the interaction between the users and an immersive VR interfece through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. In this study, we chose the context of color environments in order to elicit the feasibility of a VR environment based on user perceptions. Specifically, the study examined user perceptions of the VR enviromnent focusing on spatial presence, topic involvement, and enjoyment.
The actual color perceptions were measured but not within the scope of this project as our purpose was to focus on the feasibility of using VR environments for environmental design purposes. A 3D bedroom was developed using Autodesk 3D Studio Max 9 and rendered with Vray to ensure photorealistic lighting and shadows.
The findings would help to inform the use of VR environments for architectural design issues through a basic understanding of user perceptions. In order to focus this area of research, an interactive close-to-real scale color review system prototype was developed and, user responses on their experience were gathered for analysis using simple statistical methods.
Witii a tool such as virtual reality (VR), these issues can be alleviated but the questions, how the VR actually works and how well users adapt, remain. This study aimed to gain a basic 낪nderstaEing of the interaction between the users and an immersive VR interfece through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. In this study, we chose the context of color environments in order to elicit the feasibility of a VR environment based on user perceptions.
This study sought to investigate a specified model of user-conputer interaction with a rear-projected VR interfece on the user's gender, sense of presence, enjoyment, and topic involvement in studying color envirowwnts. The findings would help to inform the use of VR environments for architectural design issues through a basic understanding of user perceptions.
가설 설정
The study sought to broadly answer the question: does the specified level of interaction between usere and rear-projected VR system aid in user perceptions of color environments. The findings 엽f actual color perceptions were not within the scope of this project; only how the use of the specific technology used impacted the overall experience with color environments.
제안 방법
Hie paiticipants were homogeneous. All participants had nomial to corrected-to-normal vision.
Initial relationships found were then further explored. As this study was meant to be a precursor for carrying out further research on user experience with VR technology, predefined areas of exploration were kept at the macro level specified in terms of the study conducted by Yoon et al. (2008): gender, topic involvement, enjoyment, and spatial presence.
Mittal (1989) further explained that in order to study involvement, a pre-fix such as "topic5 needs to be added so the source of the involvement can be identified. For this study, topic involvement was used to investigate the experience between users and the VR interface.
Furthermore, contributions of this study include useful insights for different populations such as elderly population, into not only the perceptions of color for environments but also the use of technology for its representation. Further study, in this area could lead to studies in other areas of individual differences, such as age, and the affect on the perception of color using a rear-projected VR system.
The findings would help to inform the use of VR environments for architectural design issues through a basic understanding of user perceptions. In order to focus this area of research, an interactive close-to-real scale color review system prototype was developed and, user responses on their experience were gathered for analysis using simple statistical methods.
In this study, we chose the context of color environments in order to elicit the feasibility of a VR environment based on user perceptions. Specifically, the study examined user perceptions of the VR enviromnent focusing on spatial presence, topic involvement, and enjoyment.
The data was tested for the assumptions: normality, homogeneity of variance, independence of observations, and linearity. The data contained one account of missing values which the researchers decided to fill in using the standardized mean.
The data was tested for the assumptions: normality, homogeneity of variance, independence of observations, and linearity. The data contained one account of missing values which the researchers decided to fill in using the standardized mean.
The experiment was carried out in an isolated room without windows and only one door in order to minimize distractions. A single InFocus IN34 DLP projector (1024*768 dpi - ANSI 2500) was positioned facing a mirror behind an 잉x6* screen (Figure 1).
The purpose of this study was to determine the interest, presence and emotion of student interactions with a rear-projected VR system using QuickTime VR for color perception in corre)uter-mediated architectural renders. The actual color perceptions were measured but not within the scope of this project as our purpose was to focus on the feasibility of using VR environments for environmental design purposes.
the end of the color review session. The questionnaire collected demographic information and perception data on two factor of spatial presence, topic involvement, and enjoyment. Each of the scales was presented on a Likert scale with three items for each.
The color combinations were derived from Kobayashi's list of color combinations matching different adjectives (Kobayashi, 1988). The students sat in a room individually in-front of a single rear-positioned projector and an 잉projection screen for approximately 20-30minutes. The students were provided with a mouse and a questionnaire to fill out after twelve 3D rooms were presented.
selfelocation and possible action, were identified. Theefore, the two presence factors were used in the analysis. Unidimensionality of topic involvement and enjoyment scales were also confirmed.
, 2005). This paper will focus on two factors from the MEC-SPQ spatial presence questionnaire for measuring spatial presence: Self Location (SPSL) and Possible Actions (SPPA) (Vorderer et al., 2004). Research suggests several factors influence an individuaFs state of presence including user attention and enjoyment (Lombard & Ditton, 1997; Witmer & Singer, 1998).
대상 데이터
A total of 34 students, of which 16 were male and 18 female, with ages ranging from 19 to 23 and having varying backgrounds in social, economic, ethnic and geographic areas participated. Participants were recruited from a university in the Midwest of the United States.
Participants were recruited from a university in the Midwest of the United States. Hie paiticipants were homogeneous.
The students sat in a room individually in-front of a single rear-positioned projector and an 잉projection screen for approximately 20-30minutes. The students were provided with a mouse and a questionnaire to fill out after twelve 3D rooms were presented. Students were asked to pan around each room using the mouse, and then report their experience.
데이터처리
A t-test was conducted to signify differences between groups who reported high and low levels of enjoyment with presence. The difference between the two groups was not found statistically significant f(34) = -L79, p> 0.
A t-test was then performed between high to low involvement and enjoyment as according to the relationship found in the original correlations. Participants who indicated high involvement were found to have enjoyed the system more than those with low involvement.
An exploratory analysis consisting of basic correlations and simple t-tests were performed to determine the relationships among the variables. Initial relationships found were then further explored.
성능/효과
, 1992). This study found that users' interest in the design review content has direct effects on enjoyment and females reported significantly greater interest in the topic than males.
Using the split levels of enjoyment, a t-test was performed with possible-action The findings showed there was a significant difference between low-high enjoyment for possible-action, f(34) = -2.84, p < .05.
후속연구
As such, with a better understanding of how users interact with design review systems such as the rear-projected VR system proposed in this study, designers and design researchers would be able to obtain design feedback more effectively. Furthermore, contributions of this study include useful insights for different populations such as elderly population, into not only the perceptions of color for environments but also the use of technology for its representation.
Furthermore, contributions of this study include useful insights for different populations such as elderly population, into not only the perceptions of color for environments but also the use of technology for its representation. Further study, in this area could lead to studies in other areas of individual differences, such as age, and the affect on the perception of color using a rear-projected VR system.
The main objectives of this study were very simple and meant to explore the basic concepts of user experience with a basic VR system; the findings suggest that further study with more robust measures and analysis could provide interesting and useful results.
of presence. Therefore, findings of this study imply that the proposed VR system for color aesthetic review tasks will be more effectively used and accepted by female users or users who are interested in the topic with more satisfying interaction experience with the system.
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