Immersive Technology Flashcards
Immersion
How engaged the user is in the experience
Presence
Psychological state which may be mediated by technology
Extensiveness
Sensory channels used (and their range)
Matching
Congruence between sensory modalities and user behaviour
Surroundess
Spatialisation of sensory cues
Vividness
Quality of digitally simulated cues
Interactability
Capability to make changes to the world
Break-in presence
When the user becomes aware of where they really are
Representational fidelity
Degree to which the VR experience conveys a place that is, or could be, on Earth
Interaction fidelity
Degree to which actions for the virtual task correspond to physical actions for the real world task
Uncanny valley
Increasing the fidelity of an avatar does not necessarily make it more believable, especially when there is a mismatch between the visual, audio and behavioural or tracking fidelity.
Design factors
Locus of control (control of POV) Vection without motion Rest frames Standing interaction Height above ground VR transition