Virtual re-creations of real-world places are attractive and becoming more popular. Attractiveness of re-created place is commonly determined by the degree of visual similarity to the original places. Even if the re-creation has poor similarity to the original, there are cases in which people recognize and allow the re-creation to have similarity as the same entity. However, the mechanisms and factors behind this contradiction have not yet been studied. This is the first study focusing on the activity and meaningofpeoplewhentheyfeelsamenesstoare-createdplace. Thispaper investigates the concept of place sameness, which is defined as the degree of similarity between an original and a virtual re-creation that represents the original place. Further, the factors of place sameness are explored using a classroom re-creation task with virtual reality (VR) technology. The participants were instructed to recreate two classrooms within virtual environmentsusingvirtualfixtures. Asresults, thedisplaydevicesinRoom B, the student desks in Room A at the memory index, display devices in RoomA,andstudentdesksandothersinRoomBattheaveragedistancehad moderate or large correlations with the place sameness index. The results suggest that the reproducibility of the number of objects related to activities in a place, and the inaccuracy of the positions of objects are factors of place sameness. Our own interpretation of the uncanny valley effect of a place was also partially observed. The main contributions of this study are the proposal of the concept of place sameness as a new perspective for virtual re-creation research and the finding of promising factors for that.
翻译:真实场所的虚拟重建颇具吸引力且日益流行。重建场所的吸引力通常取决于其与原始场景的视觉相似度。即便重建效果与原场景相似度较低,人们仍可能认定该重建场景具有与原始实体相同的同一性。然而,这种矛盾现象背后的机制与影响因素尚未得到系统研究。本研究首创性地聚焦于人们在感知重建场所同一性时的行为活动与意义建构,探讨"场所同一性"这一概念——即原始空间与其虚拟重建版本之间的相似度量化指标。通过虚拟现实(VR)技术开展课堂重建实验,本研究进一步探索了场所同一性的影响因素。参试者需使用虚拟构件在虚拟环境中重建两个教室。结果显示:B教室显示设备、记忆指标中A教室学生书桌、A教室显示设备,以及平均距离指标下B教室学生桌椅与其他设施,均与场所同一性指数呈中高度相关。研究表明,场所内活动相关物体的数量重现度及位置偏移度是构成场所同一性的关键因素。本研究还部分验证了自行提出的"场所恐怖谷效应"假说。主要贡献在于:提出场所同一性概念作为虚拟重建研究的新视角,并发现其潜在影响因子。