L5 - Immersive technology and human perception Flashcards

1
Q

What does immersion relate to?

A

the technology used to engage the user in the experience (technological state)

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2
Q

What does presence relate to?

A

the psychological state which may (or may not) be mediated by the technology

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3
Q

Is immersion measurable? (elaborate on it)

A

Yes, since it´s objective.

It is the degree to which a VR system and application projects stimuli onto the sensory receptors of users

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4
Q

Which ways does immersion use?

A
  1. Extensiveness: how many sensory channels included? to which extend?
  2. Matching: senses matching? (sensory congruence)
  3. Surroundness: spatialisation of sensory cues
  4. Vividness: how realsitc the illusion is (quality)
  5. Interactability: simulation responding to user? involving the user?
    -> it is a spectrum - not all of these have to be perfectly alligned
    (engaging user in experience; can lead but not control mind)
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5
Q

How is presence created?

A

by human-made technology

  • > individual´s perception fails to accurately acknowlegde the role of the technology in the experience
  • > sense of being there
  • > the greater the immersion -> the higher the chance that the user feels present in the world
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6
Q

What happens during the feeling of presence?

A
  • > disbelieve gets suspended

- > real world dissapears and visual world starts becoming real in this sense (helps when immersion is very powerful)

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7
Q

What is known under the break-in presence?

A
  • > user becoming aware of where he really is
  • > real-world distractions bring person back to it (just a small inference is enough)
  • > have to be minimized to ensure presence (can also help to reduce fear within an experiment)
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8
Q

describe place illusion

A
  • > sensory modalitites perceived by user have to be congruent (be aligned)
  • > expectations of how it might work in VR world have to be met to ensure better presence (as if ther originate from real-world objects in 3D space)
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9
Q

Embodiment

A
  • > perception that user has a body

- > does not necessarily have to be human like or completely accurate (Uncanny Valley needs to be considered)

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10
Q

Physical (interaction) presence

A

VR world should be responding to actions of user

  • > haptiv feedback often missing
  • > sensory substitution could already help to sense the world better
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11
Q

Passive Haptics & substitutional reality

A

close enough haptic components in real world which can be sensed during the VR experience

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12
Q

Social Presence

A

communication in VR with other entities

-> even partial representations can induce social presence

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13
Q

What is fidelity? (basic definition)

A

the degree of exactness with which something is copied or reproduced)

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14
Q

Representational fidelity

A

degree to which VR expereince conveys a place that is or could be earth
-> it is a spectrum (abstract to photorealistic)

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15
Q

Interaction fidelity

A

degree to which actions for a virtual task correspond to physical actions for the equivalent real-world task
-> ex. motion of pressing a button up to real-world walking mapped to how its done in virtual space

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16
Q

experiental fidelity

A

degree to which user´s personal experience matches the intended experience of the VR designer

17
Q

what causes adverse effects and cybersickness?

A

discomfort to sensory incongruence (not only in VR)

18
Q

What does VR need to be controlled for in order to prevent cybersickness? (+ brief description)
-> system factors

A
  1. latency: delay between user action and visual response
  2. calibration: rotation, movement, … not aligning to real world)
  3. tracking accuracy
  4. lack of position tracking: world moves with user and user does not move through the world
  5. field of view: incongruence of how world moves compared to how user moves -> increase of vection
  6. eye seperation: every user has different pupil distance -> need to be adjjusted for (otherwise distance might get into conflict)
19
Q

What is understood under the user factor?

-> individual factors

A

-> users are different
(their experiences can vary)
-> factors like age, gender, … also matter
(every user has a different sensitivity of when they feel sick)

20
Q

What is understood under design factor?

-> application design factors

A
  • user actively in control? (if yes, less likely to feel sick)
  • visual acceleration
  • head movements (head is very sensible)
  • vection without motion (stable cue)
  • seated/standed interaction
  • height above ground
  • transition between real and VR world should be hidden
21
Q

The more enhanced the presence is, the ___ the change to feel cybersick.

A

higher

-> trade-off has to be found while designing the VR experience

22
Q

Fidelity translated to German

A

Wiedergabetreue, Gneauigkeit …

-> adherence to fact or detail, accuracy, exactness, reliability