Computer Science ›› 2022, Vol. 49 ›› Issue (9): 146-154.doi: 10.11896/jsjkx.220500200

• Computer Graphics & Multimedia • Previous Articles     Next Articles

Study on Information Perception Based User Presence in Virtual Reality

QU Qian-wen, CHE Xiao-ping, QU Chen-xin, LI Jin-ru   

  1. School of Software Engineering,Beijing Jiaotong University,Beijing 100044,China
  • Received:2022-05-22 Revised:2022-06-20 Online:2022-09-15 Published:2022-09-09
  • About author:QU Qian-wen,born in 1998,master.Her main research interests include virtual reality and software engineering.
    CHE Xiao-ping,born in 1986,Ph.D,associate professor,is a member of China Computer Federation.His main research interests include ubiquitous computing,virtual reality and human computer interaction.
  • Supported by:
    Fundamental Research Funds for the Central Universities(2021JBM028).

Abstract: 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.

Key words: Virtual reality, Panoramic video, Information perception, Presence, User experience

CLC Number: 

  • TP391
[1]TORBEN V,DANIEL W,THOMAS F,et al.Testing the Social Presence Aspect of the Multimodal Presence Scale in a Virtual Reality Game[C]//Proceedings of Mensch und Computer.Association for Computing Machinery,2019:433-437.
[2]BETHANY A M,PAUL A B,MANUEL G.The Effect of Virtual Reality Control of a Robotic Surrogate on Presence and Social Presence in Comparison to Telecommunications Software[C]//Companion of the 2020 ACM/IEEE International Confe-rence on Human-Robot Interaction.Association for Computing Machinery.2020:349-351.
[3]MACQUARRIE A,STEED A.Cinematic virtual reality:Evalua-ting the effect of display type on the viewing experience for panoramic video[C]//IEEE Virtual Reality(VR).IEEE,2017:45-54.
[4]HARRISON J S,MICHAEL N.Communication Behavior inEmbodied Virtual Reality[C]//Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems.Association for Computing Machinery,2018:1-12.
[5]GUIMARĀES M,PRADA R,SANTOS P A,et al.The Impact of Virtual Reality in the Social Presence of a Virtual Agent[C]//Proceedings of the 20th ACM International Conference on Intelligent Virtual Agents.Association for Computing Machi-nery,2020:1-8.
[6]KANGSOO K,RYAN S,JASON H,et al.Blowing in the wind:Increasing social presence with a virtual human via environmental airflow interaction in mixed reality[J].Computers & Gra-phics,2019,83:23-32.
[7]ROONEY B,BURKE C,BÁLINT K,et al.Virtual reality,pre-sence and social cognition:The effect of eye-gaze and narrativity on character engagement[C]//2017 23rd International Confe-rence on Virtual System & Multimedia(VSMM).IEEE,2017:1-6.
[8]RICHES S,ELGHANY S,GARETY P,et al.Factors Affecting Sense of Presence in a Virtual Reality Social Environment:A Qualitative Study[J].Cyberpsychology,Behavior and Social Networking,2019,22(4):288-292.
[9]PENGNATE S,RIGGINS F,ZHANG L.The Effects of Social and Spatial Presence on Engagement in a 3D Virtual Reality Environment:An Empirical Investigation[C]//Proceedings of the 52nd Hawaii International Conference on System Sciences.2019.
[10]WIENRICH C,SCHINDLER K,DÖLLINQER N,et al.Social presence and cooperation in large-scale multi-user virtualrea-lity-the relevance of social interdependence for location-based environments[C]//2018 IEEE Conference on Virtual Reality and 3D User Interfaces.IEEE,2018:207-214.
[11]TUSSYADIAH I P,WANG D,JUNG T H,et al.Virtual Rea-lity,Presence,and Attitude Change:Empirical Evidence from Tourism[J].Tourism Management,2018,66:140-154.
[12]WANG D,WANG X W,LI Y Q,et al.Research on user information receiving behavior telepresence in virtual reality environment [J].Modern Intelligence,2020,40(2):52-61.
[13]WITMER B G,SINGER M J.Measuring presence in virtual environments:A presence questionnaire[J].Presence,1998,7(3):225-240.
[14]YOUNGBLUT C.Experience of presence in virtual environ-ments[R].Institute for Defense Analyses Alexandria VA,2003.
[15]SHIN D H.Do Users Experience Real Sociability Through Social TV? Analyzing Parasocial Behavior in Relation to Social TV [J].Journal of Broadcasting & Electronic Media,2016,60(1):140-159.
[16]GREEN M C,BROCK T C.In the mind's eye:Transportation-imagery model of narrative persuasion[M/OL].2002.https://www.researchgate.net/publication/232511989_In_the_mind's_eye_Transportation-imagery_model_of_narrative_persuasion.
[17]SUN T,WU H F,LIANG Z G,et al.The application of SMOTE algorithm in imbalance data [J].Beijing Biomedical Enginee-ring,2012,31(5):528-530.
[18]WANG H Y,FAN H K,YAO Z G.SMOTE and Biased-SVM combined imbalance data classification method [J].Computer Science,2008,4(5):174-176.
[19]ZHAO K L,JIN X L,WANG Y Z.A review of research onsmall sample learning [J].Journal of Software,2021,32(2):349-369.
[20]LI F C,LIU Y,WU P X,et al.A review of meta-learning research [J].Journal of Computers,2021,44(2):422-446.
[1] LIU Yue-hong, NIU Shao-hua, SHEN Xian-hao. Virtual Reality Video Intraframe Prediction Coding Based on Convolutional Neural Network [J]. Computer Science, 2022, 49(7): 127-131.
[2] ZHANG Ji-kai, LI Qi, WANG Yue-ming, LYU Xiao-qi. Survey of 3D Gesture Tracking Algorithms Based on Monocular RGB Images [J]. Computer Science, 2022, 49(4): 174-187.
[3] ZHU Chen-shuang, CHENG Shi-wei. Prediction and Assistance of Navigation Demand Based on Eye Tracking in Virtual Reality Environment [J]. Computer Science, 2021, 48(8): 315-321.
[4] MA Si-qi, CHE Xiao-ping, YU Qi, YUE Chen-feng. Event-based User Experience Evaluation Method for Virtual Reality Applications [J]. Computer Science, 2021, 48(2): 167-174.
[5] ZHANG Yu-xiang, REN Shuang. Overview of Application of Positioning Technology in Virtual Reality [J]. Computer Science, 2021, 48(1): 308-318.
[6] ZHANG Zheng-lin,ZHANG Li-wei,WANG Wen-juan,XIA Li,FU Hao,WANG Hong-zhi,YANG Li-zhuang and
LI Hai. Survey on Computerized Neurocognitive Assessment System [J]. Computer Science, 2020, 47(2): 150-156.
[7] LI Meng-jun, LI Wen-wei. Adaptive Adjustment Algorithm of Mobile Phone Screen Brightness Based on Visual Characteristics [J]. Computer Science, 2019, 46(2): 255-260.
[8] JI Li-xia, LIU Cheng-ming. Fuzzy Static Image Target Reproduction Method Based on Virtual Reality Technology [J]. Computer Science, 2018, 45(7): 248-251.
[9] HAN Li , LIU Zheng-jie. CAUXT:A Tool to Help User Experience Researchers Capture Users’ Experience Data in Context of Interest [J]. Computer Science, 2018, 45(7): 278-285.
[10] ZHANG Ning, LIU Ying-chun, SHEN Zhi-peng and GUO Chen. Review of Virtual Reality Technology Based Application Research in English Teaching for Special Purposes [J]. Computer Science, 2017, 44(Z6): 43-47.
[11] WANG Wei, HU Chang-wu, GUO Dong, ZHANG Jing-xuan, CHANG Jin-da and ZHANG Li-qing. Cloud Operating System for Cloudware [J]. Computer Science, 2017, 44(11): 33-40.
[12] PAN Ren-yu, SUN Chang-le, XIONG Wei and WANG Hai-tao. Survey and Prospect of Collision Detection Based on Virtual Assembly Environment [J]. Computer Science, 2016, 43(Z11): 136-139.
[13] LI Juan-ni,HUA Qing-yi and JI Xiang. Task Analysis and Task Modeling Method in Mobile Environment [J]. Computer Science, 2014, 41(10): 210-215.
[14] HAN Li,LIU Zheng-jie,ZHANG Jun and CHEN Yuan-yuan. Remote User Experience Evaluation Review:Tools,Methods and Challenges [J]. Computer Science, 2014, 41(10): 196-203.
[15] LI Dai-wei and SUN Jian-shun. Design and Implementation of Explosive Devices Exclude Virtual Simulation Training System [J]. Computer Science, 2013, 40(9): 302-306.
Viewed
Full text


Abstract

Cited

  Shared   
  Discussed   
No Suggested Reading articles found!