2017 IEEE Virtual Reality (VR) 2017
DOI: 10.1109/vr.2017.7892361
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Human-centered design for immersive interactions

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Cited by 116 publications
(167 citation statements)
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“…With their gaze largely directed at the on-screen controls, and not constantly at the environment itself means the controllers themselves may have broken the level of presence and immersion, illustrated by participant comments like “it took me out.” The lack of physical body turning (as in, rotating the body to change orientation) from participants should also be taken into discussion, since this is a frequent and debatable point in creation of cinematic VR content; where and how do we direct the gaze, and prompt emotional moments? Covert and overt orienting are often embedded within a VR narrative to direct attention, with immersive audio ( Jerald, 2016 ). Given the Google Earth VR environment is open and exploratory, it would be beneficial to explore directed narratives as stimulus for covert and overt orienting.…”
Section: Discussionmentioning
confidence: 99%
“…With their gaze largely directed at the on-screen controls, and not constantly at the environment itself means the controllers themselves may have broken the level of presence and immersion, illustrated by participant comments like “it took me out.” The lack of physical body turning (as in, rotating the body to change orientation) from participants should also be taken into discussion, since this is a frequent and debatable point in creation of cinematic VR content; where and how do we direct the gaze, and prompt emotional moments? Covert and overt orienting are often embedded within a VR narrative to direct attention, with immersive audio ( Jerald, 2016 ). Given the Google Earth VR environment is open and exploratory, it would be beneficial to explore directed narratives as stimulus for covert and overt orienting.…”
Section: Discussionmentioning
confidence: 99%
“…An equally important part of developing a virtual experience is choosing the appropriate set of input devices to allow the user to communicate with the 3D environment, such as 2D desktop input devices (mouse, joysticks), 3D tracking input devices and more natural man–machine interfaces (e.g., voice, natural body movements, bioelectric and brain inputs). Several works provide strong evidence of the effects of input devices on the quality of the user experience (Jerald, 2017) and human performance (MacKenzie and Ware, 1993), among other factors. For a general classification of input interfaces, see LaViola et al (2017).…”
Section: A New Methodsological Research Framework For Virtual Experienmentioning
confidence: 99%
“…The term “Virtual Reality” was popularised in 1988 by Jaron Lanier, American philosopher, and computer scientist through his company VPL Research [ 1 , 2 ]. VR is defined as “ a three-dimensional simulated environment based on technology that enables the user to interact with real-world simulations or alternative realities ” [ 3 ]. Lioce et al [ 4 ] further define VR as “ a computer-generated three-dimensional environment that gives an immersion effect” .…”
Section: Introductionmentioning
confidence: 99%