scholarly journals Compelling Self-Motion Through Virtual Environments Without Actual Self-Motion – Using Self-Motion Illusions ('Vection') to Improve VR User Experience

10.5772/13150 ◽  
2010 ◽  
Author(s):  
Bernhard E.
Author(s):  
Alex F. Lim ◽  
Jonathan W. Kelly ◽  
Nathan C. Sepich ◽  
Lucia A. Cherep ◽  
Grace C. Freed ◽  
...  

2012 ◽  
Vol 21 (1) ◽  
pp. 96-116 ◽  
Author(s):  
Haringer Matthias ◽  
Steffi Beckhaus

In this paper we introduce novel methods of intensifying and varying the user experience in virtual environments (VE). VEs technically have numerous means for crafting the user experience. Little has yet been done to evaluate those means of expression (MoEs) for their emotional impact on people and to use their capability to create different experiences and subtly guide the user. One of the reasons is that this requires a system which is capable of easily and dynamically providing those MoEs in such a way that they can easily be composed, evaluated, and compared between applications and users. In the following, we first introduce our model of both informational and emotional impact of VEs on users, introduce our dynamic, expressive VR-system, and present our novel evaluation and rating method for MoEs. MoEs can be used to guide attention to specific objects or build up an emotion or mood over time. We then present a study in which users experience 30 selected MoEs and rate their qualitative emotional impact using this rating method. We found that different MoEs can be used to elicit many diverse emotions which were surprisingly consistent among the test persons. With these results, our work enables new ways to make VEs more interesting and emotionally engaging, especially over a longer period of time, opening new possibilities, for example, to increase the motivation for long, stressful, and tiresome training as in neurorehabilitation.


Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


Author(s):  
Lawrence Hettinger ◽  
Tarah Schmidt-Daly ◽  
David Jones ◽  
Behrang Keshavarz

Author(s):  
Valeria Carofiglio ◽  
Fabio Abbattista

In order to develop a complex interactive system, user-centered evaluation (UCE) is an essential component. The new interaction paradigms encourage exploring new variables for accounting the users’ experience in terms of their needs and preferences. This is especially important for Adaptable Virtual Environments (AVE). In this context, to obtain a more engaging overall user’s experience, a good designer should perform proper formative and summative usability tests based on the user’s emotional level, which become a UCE activity. Our methodology tries to overcome the weaknesses of traditional methods by employing a Brain Computer Interface (BCI) to collect additional information on user’s needs and preferences. A set of preliminary usability experiments has been conducted for (i) determining if the outcome of a BCI is suitable to drive the designer in organizing the user-system dialog within AVE and (ii) evaluating the user-system dialog, in terms of dynamic increase of the emotionally-driven interaction’s customization.


2011 ◽  
Vol 4 (3) ◽  
Author(s):  
Vincent Verdot ◽  
Adel Saidi

More and more people dive into Virtual Worlds, experiencing the reality of parallel universes in almost every sector. Moreover, these virtual environments actually generate "real money" directly but also indirectly by selling virtual goods. Yet the current landscape consists in a huge number of siloed Virtual Worlds. We believe that addressing this lack of interoperability could greatly improve the user experience, ease the deployment of new worlds and open up market opportunities.Bell Labs' Applications domain is contributing with Virtual Hybrid Communications, a mature Web technology based on communication hyperlinks that enables the bridging of real and virtual worlds. This technology allows people to remain connected to legacy telecom infrastructures wherever they are (in real or virtual) and to safely expose their communication means without disclosing any personal detail (name, phone number, etc). Thanks to open and standard API, it will also allow virtual service providers and Telecom operators to provide efficient communication solutions and innovative services.


1992 ◽  
Vol 1 (3) ◽  
pp. 306-310 ◽  
Author(s):  
Lawrence J. Hettinger ◽  
Gary E. Riccio

Visually induced motion sickness is a syndrome that occasionally occurs when physically stationary individuals view compelling visual representations of self-motion. It may also occur when detectable lags are present between head movements and recomputation and presentation of the visual display in helmet-mounted displays. The occurrence of this malady is a critical issue for the future development and implementation of virtual environments. Applications of this emerging technology are likely to be compromised to the extent that users experience illness and/or incapacitation. This article presents an overview of what is currently known regarding the relationship between visually specified self-motion in the absence of inertial displacement and resulting illness and perceptual-motor disturbances.


2016 ◽  
Vol 1140 ◽  
pp. 537-544 ◽  
Author(s):  
Jennifer Brade ◽  
Mario Lorenz ◽  
Philipp Klimant ◽  
Franziska Pürzel ◽  
Matthias Putz

Virtual and augmented reality are two big buzzwords in the industrial context and they are increasingly used. A main argument for the use of virtual techniques are their economic benefits, which are confirmed by pilot studies. However there is a research gap on how virtual techniques influence the user. This study addresses the impacts of virtual environments on presence, usability and user experience compared to a real environment. Therefore two groups of participants take part in a geocaching tour through the real or virtual city center of Chemnitz and rate the presence of the environment as well as the usability and user experience of a mobile navigation application. The results of 60 participants show that there are general differences between the environments and verify the strengths and weaknesses of virtual environments: Virtual techniques have a positive influence on the user, like a more engaging experience and a perceived higher hedonic quality of the product. Beside these benefits the negative effects have to be considered too, because they influence the ratings of the user. This study shows the potential of virtual techniques for the user and also the deficits, that need to be improved.


2019 ◽  
Author(s):  
Thiago Porcino ◽  
Daniela Trevisan ◽  
Esteban Clua

Virtual Reality is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not offer a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness is one of the most critical problems that make the game industry fearful of higher investments. In this demo we developed a plugin for a commercial game engine to collect relevant data in a virtual reality game to use as a database to future research approaches to enhance user experience in head-mounted displays.


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