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数字建成环境中临场感理论及研究方法综述
苏杭, 崔哲
同济大学建筑与城市规划学院
摘要:
文章对2018-2024年间临场感研究的相关文献进行了系统的回顾,详细阐述了临场感概念及理论框架,将临场感量化研究方法分为主观调查、客观调查、行为测量三种,分析不同研究方法之间相互补充关系,总结实证研究的应用方向及发展趋势,为深入研究该类问题提供理论基础及实验策略。
关键词:  虚拟环境、数字建成环境、临场感、沉浸感、测量
DOI:
分类号:TU201.4
基金项目:
A Comprehensive Review of Presence Theory and Methodologies in the Digital Built Environment
SU Hang, CUI Zhe
Abstract:
This study systematically reviews research on presence from 2018 to 2024, aiming to explore its connotation and quantification in digital built environments. During this period, significant advancements in virtual reality and related technologies have greatly influenced the evolution of presence research. Understanding presence in digital built environments is crucial as it directly impacts user experience and the effectiveness of virtual simulations used in architecture, urban planning, and environmental design. The concept of presence has evolved from early technical descriptive definitions to a complex concept encompassing cognitive and emotional, social, and interactive multidimensional experiences. The field of architecture and environmental design views presence from the perspective of spatial quality and user interaction with the built environment. This multidisciplinary nature enriches the understanding of presence but also presents challenges in creating a unified theoretical framework. Subjective surveys are a primary method for assessing presence, relying on users' self-reported experiences through questionnaires and interviews. Commonly used scales such as the Presence Questionnaire (PQ) and the Immersive Tendency Questionnaire (ITQ) have been refined over the years. Although subjective methods are the most widely applicable and flexible in experimental design, adapting to various research needs, their main advantages are ease of operation, low requirements for equipment and venues, and the ability to intuitively reflect participants' perceptual experiences. However, they are susceptible to response biases and individual differences in self-assessment abilities. Objective surveys focus on measurable aspects of the environment and technology, with distinct advantages: ① Physiological indicators are less influenced by participants' subjectivity, providing more objective data and generally higher reliability; ② Measurements do not require interrupting participants' experiences in digital built environments, allowing for continuous data collection and observation of the temporal characteristics of presence. However, objective survey methods struggle to eliminate "noise" effects, and individual differences among participants, as well as their varying abilities to adapt to digital built environments, pose challenges. Behavioral measurements analyze how users interact within virtual environments. Behavioral indicators require high pre-experiment training design for participants and cannot eliminate the influence of participants' operational skills, making experimental results heavily affected by individual differences. This study compares the advantages and disadvantages of these methods, considering factors such as data richness, collection costs, and applicability to different research questions. Subjective surveys excel in capturing nuanced user experiences but require careful design to minimize biases. Through a literature review, it is preliminarily determined that factors influencing presence vary significantly across different disciplines. This study starts with the most widely used classic scales, using the PQ scale's classification and description of presence effectiveness factors as the basis for the Digital Built Environment Presence Effectiveness Influencing Factor Matrix. By combining existing research and following principles such as purposefulness, comprehensiveness, feasibility, coordination, and integration, the study extracts, identifies, and organizes presence-influencing factors based on the characteristics of digital built environments and urban spatial form elements. Referencing the PQ scale's three main effectiveness factors—sensory factors, distraction factors, and realism factors—the study excludes control factors focused on users, operations, and tasks. It further selects four key effectiveness factors: consistency with the real world, multisensory modalities, environmental richness, and scene realism. Through the identification and organization of these factors, 53 specific factors influencing presence are extracted. The study employs semantic merging for dimensionality reduction, and after multiple screenings and adjustments, establishes the Digital Built Environment Presence Effectiveness Influencing Factor Matrix, considering the intrinsic relationships among factors. Reviewing presence research over the past three decades, it is evident that with technological advancements and device iterations, digital built environments have transitioned from the era of graphics and images to the era of space. In computer graphics, the ideal "realism" encompasses geometric visual realism, behavioral realism, and lighting realism, while architecture constructs spatial cognition through dimensions such as scale, material, light, shadow, and time. This study provides scholars and practitioners with a solid theoretical foundation and diverse experimental strategies. The integration of an architectural perspective will further subdivide and expand the variable matrix of digital built environments based on existing empirical research, aiding in the exploration of decisive and related factors influencing presence. By combining the cognitive and interpretive logic of real spaces with presence experience research in digital built environments, the study establishes the Digital Built Environment Presence Effectiveness Influencing Factor Matrix, offering a theoretical framework for future quantification of presence. By addressing these aspects, this study not only expands the current understanding of presence in digital built environments but also charts a course for future innovations, ensuring that technological advancements align with human-centered design principles.
Key words:  virtual environment, digital built environment, presence, immersion, measure