隨著數位介面日益超越傳統扁平與基於螢幕的範式限制,人機互動的格局 正經歷著深刻的變革,這標誌著使用者與科技互動方式的根本轉變。在此演進的 背景下,全息介面已成為一種具備變革性的互動媒介,使數位物件能夠以真實的 空間深度呈現,從而重新定義了虛擬內容向現實世界環境的融合。主要基於注意 力分配理論,並以線索利用理論為補充,建構了一個解釋機制,用以闡明使用者 的注意力投入如何形塑其對沉浸式介面線索的知覺,進而促進產品視覺化,並最 終喚醒美感情緒體驗。本研究提出的機制首先透過一項在印尼進行、包含 447 名 參與者的現場攔截調查進行檢驗,隨後透過一項使用 Qualtrics 和 MTurk、包含 400 名受訪者的美國跟進研究進行驗證。橫跨這兩個不同國家背景的一致性發現 ,支持了本研究提出的「認知-體驗轉化過程」。此外,串聯中介分析進一步證 實,沉浸式介面線索與產品視覺化,在正念與美感情緒之間發揮了依序中介的作 用。這兩項研究中實證結果的一致性,進一步證明了該提出機制的穩健性與可推 廣性。;The landscape of human-computer interaction is undergoing a profound transformation as digital interfaces increasingly transcend the constraints of traditional flat and screen-based paradigms signaling a fundamental shift in how users engage with technology. Within this evolving context, holographic interfaces have emerged as a transformative interaction medium, enabling digital objects to manifest with authentic spatial depth, thereby redefining the integration of virtual content into real-world environments. Mainly drawing on attention allocation theory, complemented by cue utilization theory, this study develops a mechanism explaining how user attentional engagement shapes the perception of immersive interface cues, which subsequently facilitate product visualization and ultimately evoke aesthetic emotional experiences. The proposed mechanism is examined through an Indonesian on-site intercept survey involving 447 participants and subsequently validated through a follow-up U.S. study using Qualtrics and MTurk with 400 respondents. Consistent findings across the two distinct national contexts support the proposed cognitive–experiential transformation process. In addition, the serial mediation analysis further confirms that immersive interface cues and product visualization sequentially mediate the relationship between mindfulness and aesthetic emotions. The consistency of these empirical findings across the two studies further demonstrates the robustness and generalizability of the proposed mechanism. Keywords: holographic, holographic interfaces, attention allocation theory, cue utilization theory