L5 - Immersive technology and human perception Flashcards
What does immersion relate to?
the technology used to engage the user in the experience (technological state)
What does presence relate to?
the psychological state which may (or may not) be mediated by the technology
Is immersion measurable? (elaborate on it)
Yes, since it´s objective.
It is the degree to which a VR system and application projects stimuli onto the sensory receptors of users
Which ways does immersion use?
- Extensiveness: how many sensory channels included? to which extend?
- Matching: senses matching? (sensory congruence)
- Surroundness: spatialisation of sensory cues
- Vividness: how realsitc the illusion is (quality)
- 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)
How is presence created?
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
What happens during the feeling of presence?
- > disbelieve gets suspended
- > real world dissapears and visual world starts becoming real in this sense (helps when immersion is very powerful)
What is known under the break-in presence?
- > 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)
describe place illusion
- > 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)
Embodiment
- > perception that user has a body
- > does not necessarily have to be human like or completely accurate (Uncanny Valley needs to be considered)
Physical (interaction) presence
VR world should be responding to actions of user
- > haptiv feedback often missing
- > sensory substitution could already help to sense the world better
Passive Haptics & substitutional reality
close enough haptic components in real world which can be sensed during the VR experience
Social Presence
communication in VR with other entities
-> even partial representations can induce social presence
What is fidelity? (basic definition)
the degree of exactness with which something is copied or reproduced)
Representational fidelity
degree to which VR expereince conveys a place that is or could be earth
-> it is a spectrum (abstract to photorealistic)
Interaction fidelity
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
experiental fidelity
degree to which user´s personal experience matches the intended experience of the VR designer
what causes adverse effects and cybersickness?
discomfort to sensory incongruence (not only in VR)
What does VR need to be controlled for in order to prevent cybersickness? (+ brief description)
-> system factors
- latency: delay between user action and visual response
- calibration: rotation, movement, … not aligning to real world)
- tracking accuracy
- lack of position tracking: world moves with user and user does not move through the world
- field of view: incongruence of how world moves compared to how user moves -> increase of vection
- eye seperation: every user has different pupil distance -> need to be adjjusted for (otherwise distance might get into conflict)
What is understood under the user factor?
-> individual factors
-> users are different
(their experiences can vary)
-> factors like age, gender, … also matter
(every user has a different sensitivity of when they feel sick)
What is understood under design factor?
-> application design factors
- 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
The more enhanced the presence is, the ___ the change to feel cybersick.
higher
-> trade-off has to be found while designing the VR experience
Fidelity translated to German
Wiedergabetreue, Gneauigkeit …
-> adherence to fact or detail, accuracy, exactness, reliability