Affiliation:
1. Tongji University , 1239 Siping Road, Siping District, Shanghai 200092 , P.R. China
2. University of Surrey , Guildford, Surrey GU2 7XH , United Kingdom
Abstract
Abstract
Technologies like virtual reality (VR) and augmented virtuality (AV) based on head-mounted display (HMD) have made immersive interactive narrative experience possible. To investigate the differences between HMD VR and HMD AV for interactive storytelling, an app entitled the Extended Journey has been designed, developed and deployed on both VR headsets and optical see-through (OST) mixed reality (MR) headsets. Subsequently, a within-subjects design experiment with sixty participants was conducted to measure different factors of user experience in HMD VR and HMD AV conditions. Additionally, a between-subjects design experiment with 62 participants was conducted to evaluate narrative immersion and presence. Quantitative results from the experiments reveal that HMD VR narrative had statistically significantly better narrative immersion, presence, enjoyment and perceived affinity of computer-generated (CG) characters compared with HMD AV narrative in the context of galleries and museums. Based on Sundar's Modality-Agency-Interactivity-Navigability (MAIN) model, we proposed and validated that sense of being-there and interaction mediated the relationship between immersive media modality and narrative immersion as well as empathy. Qualitative data and behavioral tests showed that young people have a higher preference for HMD VR over HMD AV, but for specific use scenarios, there is still a certain possibility of choosing HMD AV due to security and space limitations. These findings have theoretical implications for the psychology of VR and AV, and practical applications for HMD-based immersive narrative in general.
Funder
Shanghai Planning Office of Philosophy and Social Science
Publisher
Oxford University Press (OUP)