2017
DOI: 10.1016/j.apergo.2016.05.003
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Immersion factors affecting perception and behaviour in a virtual reality power wheelchair simulator

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Cited by 89 publications
(51 citation statements)
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“…In a meta-analysis, Cummings and Bailenson (2015) found that application quality features influence immersion in AVEs and telepresence, especially the following features: tracking level (naturalness of movements, ability to act on the VE, etc. ), stereoscopy (e.g., depth of perception), and user perspective (Alshaer et al, 2017;Cummings and Bailenson, 2015). However, the effects of user perspective and even update rate may be unreliable as very few prior studies have investigated these features.…”
Section: Consistent Withmentioning
confidence: 99%
“…In a meta-analysis, Cummings and Bailenson (2015) found that application quality features influence immersion in AVEs and telepresence, especially the following features: tracking level (naturalness of movements, ability to act on the VE, etc. ), stereoscopy (e.g., depth of perception), and user perspective (Alshaer et al, 2017;Cummings and Bailenson, 2015). However, the effects of user perspective and even update rate may be unreliable as very few prior studies have investigated these features.…”
Section: Consistent Withmentioning
confidence: 99%
“…A widening of the field of view is beneficial to the immersion factor as stated by Prothero & Hoffman (1995) and Alshaer, Regenbrecht & O'Hare (2017). Nowadays, most VR headsets have a field of view of about 110 vertical degrees (DigitalTrends, 2017), whereas the field of view of the human eye with binocular view is about 135 vertical degrees.…”
Section: Integration With Eye and Gaze Tracking Technologiesmentioning
confidence: 99%
“…A previous study developed by Alshaer, Regenbrecht & O'Hare (2017) identified three immersion factors which affect perception and the sense of self-presence in a VR system: the display type (head mounted display (HMD) or monitor), field of view (FOV) and the user's avatar. A poor tuning of these factors can cause discomfort and a sense that the virtual actions or events are absurd and do not reflect reality among users, eventually disrupting the immersive experience and causing a poor VR experience as a whole.…”
Section: The Immersion Requirementmentioning
confidence: 99%
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