Construction of the Virtual Embodiment Questionnaire (VEQ). Roth, D. & Latoschik, M. E. IEEE Transactions on Visualization and Computer Graphics, 26(12):3546–3556, December, 2020.
Paper doi abstract bibtex User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no data-driven and validated instrument to empirically measure the perceptual aspects of embodiment, necessary to reliably evaluate this important phenomenon. To provide a method to assess components of virtual embodiment in a reliable and consistent fashion, we constructed a Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature to identify applicable constructs and questionnaire items, and performed a confirmatory factor analysis (CFA) on the data from three experiments (N = 196). The analysis confirmed three factors: (1) ownership of a virtual body, (2) agency over a virtual body, and (3) the perceived change in the body schema. A fourth study (N = 22) was conducted to confirm the reliability and validity of the scale, by investigating the impacts of latency and latency jitter present in the simulation. We present the proposed scale and study results and discuss resulting implications. 【摘要翻译】用户体现对于许多虚拟现实(VR)应用很重要,例如,在社交互动,治疗,培训或娱乐的背景下。但是,没有数据驱动和验证的工具可以从经验上测量实施例的感知方面,这是可靠地评估这一重要现象所必需的。为了提供一种以可靠且一致的方式评估虚拟实施构组件的方法,我们构建了虚拟体现问卷(VEQ)。我们回顾了以前的文献,以确定适用的构造和问卷调查项目,并对来自三个实验的数据(n = 196)进行了确定性因素分析(CFA)。分析确定了三个因素:(1)虚拟机构的所有权,(2)代理在虚拟机构上,以及(3)体格模式的感知变化。通过研究模拟中存在的延迟和潜伏期抖动的影响,进行了第四项研究(n = 22),以确保量表的可靠性和有效性。我们介绍了拟议的规模和研究结果,并讨论了结果的影响。
@article{roth_construction_2020,
title = {Construction of the {Virtual} {Embodiment} {Questionnaire} ({VEQ})},
volume = {26},
issn = {1077-2626, 1941-0506, 2160-9306},
shorttitle = {虚拟体现问卷({VEQ})的构建},
url = {https://ieeexplore.ieee.org/document/9199571/},
doi = {10.1109/TVCG.2020.3023603},
abstract = {User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no data-driven and validated instrument to empirically measure the perceptual aspects of embodiment, necessary to reliably evaluate this important phenomenon. To provide a method to assess components of virtual embodiment in a reliable and consistent fashion, we constructed a Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature to identify applicable constructs and questionnaire items, and performed a confirmatory factor analysis (CFA) on the data from three experiments (N = 196). The analysis confirmed three factors: (1) ownership of a virtual body, (2) agency over a virtual body, and (3) the perceived change in the body schema. A fourth study (N = 22) was conducted to confirm the reliability and validity of the scale, by investigating the impacts of latency and latency jitter present in the simulation. We present the proposed scale and study results and discuss resulting implications.
【摘要翻译】用户体现对于许多虚拟现实(VR)应用很重要,例如,在社交互动,治疗,培训或娱乐的背景下。但是,没有数据驱动和验证的工具可以从经验上测量实施例的感知方面,这是可靠地评估这一重要现象所必需的。为了提供一种以可靠且一致的方式评估虚拟实施构组件的方法,我们构建了虚拟体现问卷(VEQ)。我们回顾了以前的文献,以确定适用的构造和问卷调查项目,并对来自三个实验的数据(n = 196)进行了确定性因素分析(CFA)。分析确定了三个因素:(1)虚拟机构的所有权,(2)代理在虚拟机构上,以及(3)体格模式的感知变化。通过研究模拟中存在的延迟和潜伏期抖动的影响,进行了第四项研究(n = 22),以确保量表的可靠性和有效性。我们介绍了拟议的规模和研究结果,并讨论了结果的影响。},
language = {en},
number = {12},
urldate = {2023-07-23},
journal = {IEEE Transactions on Visualization and Computer Graphics},
author = {Roth, Daniel and Latoschik, Marc Erich},
month = dec,
year = {2020},
keywords = {/unread},
pages = {3546--3556},
}
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