Designed to Thrill: Exploring the Effects of Multimodal Feedback on Virtual World Immersion (original) (raw)

Multimodality in VR: A survey

ArXiv, 2021

Virtual reality has the potential to change the way we create and consume content in our everyday life. Entertainment, training, design and manufacturing, communication, or advertising are all applications that already benefit from this new medium reaching consumer level. VR is inherently different from traditional media: it offers a more immersive experience, and has the ability to elicit a sense of presence through the place and plausibility illusions. It also gives the user unprecedented capabilities to explore their environment, in contrast with traditional media. In VR, like in the real world, users integrate the multimodal sensory information they receive to create a unified perception of the virtual world. Therefore, the sensory cues that are available in a virtual environment can be leveraged to enhance the final experience. This may include increasing realism, or the sense of presence; predicting or guiding the attention of the user through the experience; or increasing the...

Factors Influencing Virtual Reality Immersion

Virtual Reality (VR) immersion is critical when evaluating a VR system. To be able to find and analyze immersion factors, we firstly need to understand how humans perceive the world that surrounds us when a sensori stimuli is present and then compare to what extent we can produce the same perception in a person while using a virtual environment (VE), but without confusing the subjective concept of presence. In consequence raising the question why we cannot see the virtual world as a real one, like ours? Although the high immersion VR systems such as CAVE are present nowadays.

Facilitating immersion, engagement and flow in multi-user virtual environments

2012

The International Virtual Worlds Research Group Proceedings is an academic journal and is freely available to individuals and institutions as an e-publication. Copies of iVERG Proceedings or articles in them may be distributed for research or educational purposes only free of charge and without permission. However, iVERG does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of iVERG. Authors who publish in the Proceedings of the Intgernational Virtual Worlds Research Group will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license.

Responses of Participants During an Immersive Virtual Environment Experience

Ijvr, 2007

This paper reports on the results of an experiment designed to study fine grain physiological responses of participants to an immersive virtual simulation of an urban environment. An experiment was carried out with 40 participants who were asked to walk through a virtual street, which had virtual characters walking through it. The analysis of differences in participant responses at various stages of the experiment (baseline recordings, training, first half and second half of the urban simulation) is examined in detail. It was found that participants typically show a stress response during the training phase and a stress response towards the end of the simulation of the urban experience.

TOWARDS IMMERSIVE MULTIMODAL GAMEPLAY

cim.mcgill.ca

We describe a computer game design that employs interface mechanisms fostering a greater sense of player immersion than is typically present in other games. The system uses a large-scale projection display, video-based body position tracking, and bimanual gestural input for interaction. We describe these mechanisms and their implementation in detail, highlighting our user-centered design process. Finally, we describe an experiment comparing our interaction mechanisms with conventional game controllers. Test subjects preferred our interface overall, finding it easier to learn and use.

Components of human experience in virtual environments

Computers in Human Behavior, 2008

Framework is presented for measuring human experience in virtual environment (VE). Human experience is defined as the content of direct observation or participation in an event. Both psychological and emotional properties are integrated into this ongoing person-environment interaction to give an experience meaning and value and to enhance its quality and intensity. The sense of presence, i.e., being in the VE is in the center of psychological study of a human experience in VEs. The 'Big three' structure of physical presence consists of perceptual, attentional and cognitive components. However, it is considered to ignore, e.g., emotional and ecological aspects in developing a holistic human experience. In this study, components of physical presence are integrated with three different measures of interaction and a set of motivational and cognitive-affective components. These components are integral in the theory of optimal experience, i.e., flow, which has been studied in various human activities. The results show, how these different experiential components relate each other in VE. It is also shown how common patterns can be found from various experiences and profiled to better understand human-computer interaction.

Exploring the Craft of Immersion in Virtual Reality

CreateWorld , 2017

Virtual reality (VR) systems are increasingly utilised as a medium in which to experience video games. These systems incorporate technology that is designed to offer the user an experience of a simulated physical presence within a virtual environment. The acceptance of VR as a platform for gaming has given rise to many new challenges for designers of games. These new challenges represent a disruption in the craft of game design on a scale not experienced since the transition from 2D to 3D graphics. This paper offers insight into the challenges for designers of VR games through the examination of existing strategies and design principles. These principles are then applied to the construction of a creative work that further expounds techniques for practitioners creating VR games.

QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)

2020

With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable interdisciplinary differences regarding definitions, scope, and constituents that are required to be addressed so that a coherent understanding of the concepts can be achieved. Such consensus is vital for paving the directionality of the future of immersive media experiences (IMEx) and all related matters. The aim of this white paper is to provide a survey of definitions of immersion and presence which leads to a definition of immersive media experience (IMEx). The Quality of Experience (QoE) for immersive media is described by establishing a relationship between the concepts of QoE and IMEx followed by application areas of immersive media ex...