计算机科学 ›› 2022, Vol. 49 ›› Issue (9): 146-154.doi: 10.11896/jsjkx.220500200
曲倩文, 车啸平, 曲晨鑫, 李瑾如
QU Qian-wen, CHE Xiao-ping, QU Chen-xin, LI Jin-ru
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。
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