Presence in VR experiences -- an empirical cost-benefit-analysis

February 17, 2020 Β· Declared Dead Β· πŸ› International Congress on Information and Communication Technology

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Authors RenΓ© Peinl, Tobias Wirth arXiv ID 2002.07576 Category cs.HC: Human-Computer Interaction Citations 4 Venue International Congress on Information and Communication Technology Last Checked 4 months ago
Abstract
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative influence can destroy the illusion that was created with a lot of effort by other measures. Therefore, it is crucial to have a balance between the influencing factors, know the importance of the factors and have a good estimation of how much effort it takes to bring each factor to a certain level of fidelity. This paper collects influencing factors discussed in literature, analyses the immersion of current off-the-shelf VR-solutions and presents results from an empirical study on efforts and benefits from certain aspects influencing presence in VR experiences. It turns out, that sometimes delivering high fidelity is easier to achieve than medium fidelity and for other aspects it is worthwhile investing more effort to achieve higher fidelity to improve presence a lot.
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