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图学学报 ›› 2026, Vol. 47 ›› Issue (5): 1166-1175.DOI: 10.11996/JG.j.2095-302X.2026051166

• 工业设计 • 上一篇    下一篇

数字文旅AR交互方式对游客情感体验的影响研究

杨晓燕(), 王萍, 王伟伟, 温志强   

  1. 陕西科技大学设计与艺术学院, 陕西 西安 710021
  • 收稿日期:2025-12-31 接受日期:2026-08-19 出版日期:2026-10-31 发布日期:2026-10-26
  • 通讯作者:杨晓燕,E-mail:yangxiaoyan@sust.edu.cn
  • 基金资助:
    教育部人文社科项目(23YJA760107);陕西省创新能力支撑计划资助项目(2023-CX-PT-37)

A study on the impact of AR interaction modes on tourists’ emotional experience in digital cultural tourism

YANG Xiaoyan(), WANG Ping, WANG Weiwei, WEN Zhiqiang   

  1. School of Design and Art, Shaanxi University of Science and Technology, Xi’an Shaanxi 710021, China
  • Received:2025-12-31 Accepted:2026-08-19 Published:2026-10-31 Online:2026-10-26
  • Contact: YANG Xiaoyan,E-mail:yangxiaoyan@sust.edu.cn
  • Supported by:
    Humanities and Social Sciences Project of the Ministry of Education(23YJA760107);Innovation Capability Support Program of Shaanxi(2023-CX-PT-37)

摘要:

数字文旅AR交互已成为影响游客信息获取、情绪唤醒与视觉参与的重要方式,但不同交互方式对游客情感体验及视觉搜索行为的影响机制尚不明确,面向场景差异的交互优化仍缺乏实证依据。为揭示场景类型与AR交互方式对游客情感体验及视觉搜索行为的影响,以知识学习型与娱乐互动型两类场景为对象,构建主观评估量表与眼动生理测量相结合的情感体验测量框架。实验以陕西历史博物馆专题展为内容基础,设置传统浏览、语音交互、触屏交互和手势交互4种条件,采用2×4双因素被试者内实验设计,同时采集24名有效被试者在8种实验条件下的PAD情感量表数据和眼动数据。主观指标包括愉悦度、唤醒度和支配度,客观指标包括注视比例、平均瞳孔直径和单位时间眼跳率,并采用线性混合模型检验场景类型、交互方式及二者交互作用的影响。结果表明,AR交互方式对游客情感体验和视觉搜索行为的影响具有场景差异。知识学习型场景中,手势交互在唤醒度和部分支配度比较中表现出一定优势,但眼动结果并未显示其在视觉注意稳定性上具有一致优势,说明知识任务中的交互优化需兼顾信息呈现清晰度、操作反馈稳定性与视觉负荷控制。娱乐互动型场景中,手势交互的情感体验优于触屏交互,并伴随较高的注视比例、平均瞳孔直径和单位时间眼跳率,说明手势交互能够增强视觉参与和情绪唤醒,但也可能提高动态内容搜索强度。知识学习型场景应重视信息组织与交互稳定性,娱乐互动型场景可适度强化具身操作和动态反馈。研究结果不仅揭示了不同AR交互方式在知识学习型与娱乐互动型场景中的情感体验差异及视觉行为特征,也为数字文旅AR应用中交互方式的场景化配置、情感体验优化和设计策略制定提供了实证依据与方法参考。

关键词: 增强现实, 情感体验, PAD模型, 眼动追踪, 交互设计

Abstract:

Augmented Reality (AR) interaction in digital cultural tourism has become an important means of influencing tourists’ information acquisition, emotional arousal, and visual engagement. However, the mechanisms through which different interaction modes affect tourists’ emotional experience and visual search behavior remain unclear, and empirical evidence for interaction optimization across different scenarios is still insufficient. To reveal the effects of scenario type and AR interaction mode on tourists’ emotional experience and visual search behavior, a measurement framework combining subjective rating scales and eye-tracking physiological measures was constructed. Two types of scenarios, namely knowledge-oriented learning and entertainment-oriented interaction, were used as experimental contexts. Using a thematic exhibition at the Shaanxi History Museum as the experimental content, four interaction conditions were designed, including traditional browsing, voice interaction, touch interaction, and gesture interaction. A 2 × 4 within-subject experimental with valid data design was adopted. PAD emotional rating data and eye-tracking data were collected from 24 participants under eight experimental conditions. The subjective indicators included pleasure, arousal, and dominance, while the objective indicators included fixation proportion, average pupil diameter, and saccade rate per unit time unit. Linear mixed-effects models were used to examine the effects of scenario type, interaction mode, and their interaction on the above indicators. The results showed that the effects of AR interaction modes on tourists’ emotional experience and visual search behavior varied across scenarios. In the knowledge-oriented learning scenario, gesture interaction showed certain advantages in arousal and in some pairwise comparisons of dominance. However, the eye-tracking results did not show a consistent advantage in visual attention stability, indicating that interaction optimization in knowledge-oriented tasks should take into account the clarity of information presentation, the stability of operational feedback, and the control of visual load. In the entertainment-oriented interaction scenario, gesture interaction produced a more positive emotional experience than touch interaction. It was also accompanied by a higher fixation proportion, larger average pupil diameter, and higher saccade rate per unit time. These findings suggested that gesture interaction could enhance visual engagement and emotional arousal, but it might also increase the intensity of dynamic content search. For knowledge-oriented scenarios, the organization of information and the stability of interaction should be emphasized. For entertainment-oriented scenarios, embodied operation and dynamic feedback can be moderately strengthened. The results not only revealed the differences in emotional experience and visual behavior characteristics produced by different AR interaction modes in knowledge-oriented and entertainment-oriented scenarios, but also provided empirical evidence and methodological guidance for scenario-based interaction configuration, emotional experience optimization, and design strategy development in digital cultural tourism AR applications.

Key words: augmented reality, emotional experience, pad model, eye tracking, interaction design

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