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基于虚拟现实媒介内容的沉浸倾向研究
Research on Immersive Tendency Based on Virtual Reality Media Content
【作者】 张卓;
【导师】 刘丽群;
【作者基本信息】 武汉大学 , 数字媒介, 2021, 硕士
【摘要】 自上世纪中期虚拟现实的概念萌芽,到70-80年代加速技术探索,再到如今实现由产业应用逐步开始向大众普及,虚拟现实相关的内容生产和用户使用成本在不断下降,无论是资本市场还是学术研究领域都认为虚拟现实会是数字媒介发展的一大趋势。但目前为止,虚拟现实的商业化和普及化之路并不平坦,虚拟现实媒介内容的生产和研究仍面临重重问题。关于虚拟现实媒介的研究多关注其技术参数和内容给使用者沉浸感带来的影响,较少从使用受众角度探讨个体层面的沉浸倾向,而使用受众沉浸倾向被广泛应用于虚拟现实游戏、多终端使用等各个领域,用来预测个体在虚拟环境中产生沉浸感的能力和程度,是虚拟现实相关研究中所不可忽视的一环。本研究聚焦受众个体的沉浸倾向特质,研究中发现虚拟现实媒介使用受众的沉浸感与虚拟环境的交互性和叙事因素密切相关,而现有研究证明受众自身的沉浸倾向会对其在虚拟环境中的沉浸感产生影响,但沉浸倾向作为一种个体特质,在不同交互叙事下的虚拟环境中的预测能力表现却存在差异。因此本研究致力于探究个体沉浸倾向的潜在机制与内部构造,为研究参与者个体层面在虚拟环境中产生沉浸感的差异提供有力的依据,为之后研究应用中在个体层面上沉浸倾向的应用提供参考。本研究采用参与式实验结合半结构化访谈的混合研究方法,首先通过实验验证了虚拟现实媒介使用受众在不同交互叙事的虚拟环境下沉浸感的差异,并根据实验结果将实验对象进行分组研究,与所测量的自身沉浸倾向进行对比研究,最后据此选取访谈对象进行半结构化访谈,探讨不同使用受众个体的沉浸倾向在虚拟环境下预测表现不同的缘由,进而探究沉浸倾向作为个体特质的潜在的内部结构和机制。实验研究结果表明,虚拟现实媒介的使用受众的沉浸感受到其与虚拟环境的交互程度影响较强,个体沉浸倾向在交互程度较强的虚拟环境中预测性较强,现有沉浸倾向量表的适用范围具有一定的局限性。访谈研究结果表明,沉浸倾向作为一种个体特质,受到使用受众个体其他能力特质的影响,包括情感投入的倾向、情绪唤起的能力、产生眩晕的程度、对任务目标的态度、个体认知理解能力和感知接受程度。本研究初步探索了不同交互叙事程度下的虚拟现实媒介内容对使用受众沉浸感的影响,进而从受众个体层面探究个体沉浸倾向在不同虚拟环境下对个体沉浸感知预测效果的差异,最终分析了个体沉浸倾向潜在的内部结构和影响因素。在研究对象和问题上,从受众个体角度出发,为之后虚拟现实相关研究提供思路,同时在理论方面丰富了虚拟现实沉浸感和沉浸倾向相关研究的成果,在实践方面为虚拟现实媒介相关产业的内容制作提供一定的参考。
【Abstract】 The concept of virtual reality has sprouted since the middle of the last century,it has accelerated technological exploration in the 1970 s and 1980 s,and now it has gradually begun to be popularized by industrial applications.The cost of content production and user usage related to virtual reality is declining.Whether the capital market or academic research believe that virtual reality will be the digital media development of a major trend.But so far,the road to commercialization and popularization of virtual reality is not smooth,and the production and research of virtual reality media content is still facing numerous problems.Research on virtual reality media pays more attention to the impact of its technical parameters and content on user immersion,and seldom discusses individual-level immersion tendencies from the perspective of audiences.But the audience’s immersion tendency is widely used in various fields such as virtual reality games and multi-terminal usage.It is used to predict the ability and degree of individual immersion in the virtual environment.It is a link that cannot be ignored in the research of virtual reality.This study focuses on the audience’s individual immersion tendency,It is found that the immersion of virtual reality media users is closely related to the interaction and narrative factors of virtual environment,existing studies have proved that the audience’s own immersion tendency has an impact on their immersion in the virtual environment.Immersion tendency as an individual trait,however,the performance of predictive ability is different in the virtual environment under different interactive narratives,Therefore,this study aims to explore the underlying mechanism and internal structure of individual immersion tendency,it provides a powerful basis for the study of the differences of immersion in the virtual environment at the individual level of participants,and it provides a reference for future research on the application of immersion tendency at the individual level.This research adopts a mixed research method of participatory experiments combined with semi-structured interviews.First,the experiment verifies the differences in immersion of audiences using virtual reality media in different interactive narrative virtual environments,and groups the subjects according to the experimental results.Conduct a comparative study with the measured immersion tendency,and finally select the interviewees to conduct semi-structured interviews,explore the reasons why the immersion tendency of different audiences are predicted to be different in the virtual environment,and then explore the potential internal structure and mechanism of immersion tendency as an individual trait.The experimental research results show that the audience’s immersion in the use of virtual reality media is strongly influenced by the degree of interaction with the virtual environment,and the individual’s immersion tendency is more predictable in a virtual environment with a higher degree of interaction,and the scope of application of the existing immersion tendency scale has certain limitations.Interview research results show that,immersion tendency as an individual trait is affected by other ability traits of the audience,including the tendency to emotional engagement,the ability to arouse emotions,the degree of dizziness,the attitude toward task goals,and the ability of individual cognitive understanding,and perceived acceptance.This research initially explores the impact of virtual reality media content under different levels of interactive narration on audience immersion,and then explores the differences in the prediction effect of individual immersion tendency on individual immersion perception under different virtual environments from the audience’s individual level.Finally,the potential internal structure and influencing factors of individual immersion tendency are analyzed.In terms of research objects and issues,this research starts from the perspective of individual audiences,provides ideas for subsequent virtual reality-related research.At the same time,it enriches the research results of virtual reality immersion and immersion tendency in theory.In practice,it provides certain references and suggestions for the design and production of virtual reality media content.
- 【网络出版投稿人】 武汉大学 【网络出版年期】2022年 04期
- 【分类号】TP391.9
- 【下载频次】547