Realism and Field of View Affect Presence in VR but Not the Way You Think

要旨

Presence is one of the most studied and most important variables in immersive virtual reality (VR) and it influences the effectiveness of many VR applications. Separate bodies of research indicate that presence is determined by (1) technical factors such as the visual realism of a virtual environment (VE) and the field of view (FoV), and (2) human factors such as emotions and agency. However, it remains unknown how technical and human factors may interact in the presence formation process. We conducted a user study (n=360) to investigate the effects of visual realism (high/low), FoV (high/low), emotions (focusing on fear) and agency (yes/no) on presence. Counter to previous assumptions, technical factors did not affect presence directly but were moderated through human factors. We propose TAP-Fear, a structural equation model that describes how design decisions, technical factors and human factors combine and interact in the formation of presence.

著者
Crescent Jicol
University of Bath, Bath, United Kingdom
Christopher Clarke
University of Bath, Bath, United Kingdom
Emilia Tor
University of Bath , Bath, United Kingdom
Rebecca M. Dakin
University of Bath, Bath, United Kingdom
Tom Charlie. Lancaster
University of Bath, Bath, United Kingdom
Sze Tung Chang
University of Bath, Bath, Somerset, United Kingdom
Karin Petrini
University of Bath, Bath, United Kingdom
Eamonn O'Neill
University of Bath, Bath, United Kingdom
Michael J. Proulx
University of Bath, Bath, United Kingdom
Christof Lutteroth
University of Bath, Bath, United Kingdom
論文URL

https://doi.org/10.1145/3544548.3581448

動画

会議: CHI 2023

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2023.acm.org/)

セッション: Interaction and Perception in XR

Hall C
6 件の発表
2023-04-27 18:00:00
2023-04-27 19:30:00