用户体验视角下AR在消费场景中的应用研究
The Application of Augmented Reality in Consumer Scenarios from the Perspective of User Experience
摘要: 随着增强现实(AR)技术的不断发展,其在消费场景中的应用已引起广泛关注。AR技术通过将虚拟信息与真实世界动态融合,为消费者提供了高度互动和沉浸式的体验。本文首先回顾了AR技术在消费领域的应用历程。接着,分析了AR技术在消费场景中的具体应用,包括图像识别与物体跟踪、空间感知与深度传感器、运动追踪与手势识别、环境光感知等。此外,文章借助诺曼的三层次用户体验模型,对AR在用户体验方面的影响进行了深入分析,揭示了其在本能层、行为层和反思层的独特价值。最后提出AR在消费领域面临的挑战与未来发展趋势,旨在为相关研究提供参考,推动AR技术的进一步应用与优化。
Abstract: With the continuous development of Augmented Reality (AR) technology, its application in consumer scenarios has attracted widespread attention. This article first reviews the history and development of AR technology, especially in the application process in the consumer field, and then analyzes the specific application of AR technology in consumer scenarios, including image recognition and object tracking, space perception and deep sensor, motion tracking and gesture recognition. In addition, the article uses Norman’s three-level user experience model to conduct an in-depth analysis of AR’s influence on user experience, revealing its unique value in the instinct layer, behavior layer, and reflection layer. Finally, the challenges and future development trends facing AR in the field of consumption are designed to provide reference for related research to promote the further application and optimization of AR technology.
参考文献
|
[1]
|
胡天宇, 张权福, 沈永捷, 等. 增强现实技术综述[J]. 电脑知识与技术, 2017, 13(34): 194-196.
|
|
[2]
|
Azuma, R.T. (1997) A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6, 355-385. [Google Scholar] [CrossRef]
|
|
[3]
|
Javornik, A. (2016) Augmented Reality: Research Agenda for Studying the Impact of Its Media Characteristics on Consumer Behaviour. Journal of Retailing and Consumer Services, 30, 252-261. [Google Scholar] [CrossRef]
|
|
[4]
|
Billinghurst, M. and Kato, H. (2002) Collaborative Augmented Reality. Communications of the ACM, 45, 64-70. [Google Scholar] [CrossRef]
|
|
[5]
|
Park, M. and Yoo, J. (2020) Effects of Perceived Interactivity of Augmented Reality on Consumer Responses: A Mental Imagery Perspective. Journal of Retailing and Consumer Services, 52, Article ID: 101912. [Google Scholar] [CrossRef]
|
|
[6]
|
Brannon Barhorst, J., McLean, G., Shah, E. and Mack, R. (2021) Blending the Real World and the Virtual World: Exploring the Role of Flow in Augmented Reality Experiences. Journal of Business Research, 122, 423-436. [Google Scholar] [CrossRef]
|
|
[7]
|
辛向阳. 从用户体验到体验设计[J]. 包装工程, 2019, 40(8): 60-67.
|
|
[8]
|
诺曼 DA. 情感化设计[M]. 付秋芳, 译. 北京: 电子工业出版社, 2005.
|
|
[9]
|
Jesse James Garrett. 用户体验要素[M]. 范晓燕, 译. 北京: 机械工业出版社, 2008.
|
|
[10]
|
Benyon, D. (2005) Designing Interactive Systems. Addison Wesley.
|