Font Size: a A A

Research On The Effects Of VR Game Types, Interaction Methods And Network Latency On Players' Cognitive Emotional Experience And Dizziness

Posted on:2022-05-04Degree:MasterType:Thesis
Country:ChinaCandidate:Y X LuFull Text:PDF
GTID:2515306497482504Subject:Applied psychology
Abstract/Summary:PDF Full Text Request
5G technology has promoted the vigorous development of VR industry.Previous research on VR mainly focuses on four aspects: The interaction of the new technology,subjective and objective measurement methods,the player perspective the impact on the gaming experience,the influence of time delay of vertigo,but at this stage of research is still a little insufficient,such as some scholars believe that the traditional field of input device is not applicable to VR,should study the interaction of the new technology,but no matter be what kind of input mode has its own limitations and environmental suitability,Different input devices are good at different actions and behaviors;Compared with questionnaire research,EEG research can provide more objective feedback of users' feelings.However,the current EEG equipment can not avoid the influence of players' body movements during the game on the EEG data results.Research on VR shooters is currently limited to the player perspective of shooters;Delays affect not only vertigo,but also the smoothness of audio and video,the comfort of the game experience,and so on.Based on the above background,this research focuses on the impact of VR game types(interstellar shooting and ground shooting),input methods(keyboard/mouse and gamepad),and target tracking methods(helmet positioning and manual positioning)on users' emotional perception and vertigo.Different VR delay levels are set to study the impact of delay on users' emotional perception and subjective evaluation,which further enriches VR research theories and methods.Experiment 1 explored the influence of VR game type,operation mode and target tracking mode on players' emotional cognition and vertigo.Seventeen participants were recruited for the experiment.VR game types(interstellar shooting,ground shooting),game input methods(keyboard/mouse,gamepad)and target tracking methods(helmet positioning,manual positioning)were taken as independent variables,and changes in users' electrophysiological activities and SSQ scale score were taken as dependent variables.The experimental results show that :(1)The emotion value,?-wave energy and ? wave energy of interstellar shooters are significantly higher than those of terrestrial shooters;(2)The energy of ?-wave using keyboard/mouse as input was significantly higher than that using gamepad as input;(3)The results of SSQ scale showed that the game type had a significant effect on the vertigo of the subjects,and the vertigo caused by the star-type shooter was significantly higher than that caused by the ground-type shooter.Experiment 2 explored the impact of time delay on players of different genders.Using electrophysiological activities and subjective evaluation as indicators,the effects of gender and different time delay levels on user experience were investigated.A total of 30 subjects participated in the experiment.The results showed that :(1)Different delay levels had significant differences in the emotional experience of the subjects.When the delay level increased,the experience index decreased,and the female ? wave energy was more easily affected by the delay;(2)The results of the subjective evaluation questionnaire show that different delay levels have a significant impact on the subjective evaluation of the subjects.The more severe the delay,the worse the user experience.The experiment drew the following conclusions :(1)The emotional value of the participants was better when playing the interstellar VR shooter game than when playing the ground-based VR shooter game,and the participants' attention was more concentrated,but accompanied by a stronger sense of dizziness.(2)The subjects who used keyboard/mouse as input device were more focused than those who used gamepad as input device.(3)The higher the level of network delay,the worse the emotional experience of the subjects,and 60 ms is the limit that users can endure.(4)Women have lower tolerance for delay.
Keywords/Search Tags:EEG, VR Game, Type input mode, Target tracking mode, Delay
PDF Full Text Request
Related items