2016
DOI: 10.1007/978-3-319-39907-2_6
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Interaction Fidelity: The Uncanny Valley of Virtual Reality Interactions

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Cited by 73 publications
(45 citation statements)
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“…Locomotion WIP proved to be the most natural locomotion technique from the ones that were tested in our pre-study, but that doesn't mean that it doesn't come with drawbacks that need to be discussed. McMahans Framework for Interaction Fidelity Analysis (FIFA) rates WIP slightly above mid-fidelity and found that mid-fidelity interactions mostly perform worse than high-as well as low-fidelity interaction [22,23]. Although their implementation differed slightly from ours we would rate our implementation similarly and see the following challenges for pedestrian navigation: The movement times in figure 3 suggest that participants were overall faster in the VR conditions compared to the RL conditions.…”
Section: Discussionmentioning
confidence: 87%
“…Locomotion WIP proved to be the most natural locomotion technique from the ones that were tested in our pre-study, but that doesn't mean that it doesn't come with drawbacks that need to be discussed. McMahans Framework for Interaction Fidelity Analysis (FIFA) rates WIP slightly above mid-fidelity and found that mid-fidelity interactions mostly perform worse than high-as well as low-fidelity interaction [22,23]. Although their implementation differed slightly from ours we would rate our implementation similarly and see the following challenges for pedestrian navigation: The movement times in figure 3 suggest that participants were overall faster in the VR conditions compared to the RL conditions.…”
Section: Discussionmentioning
confidence: 87%
“…Despite great expectations and enthusiasm, it remains to be seen if users experience an immersive environment with IJ, and in what fashion the UX is improved by the new forms of heightened immersion (McMahan et al, 2016). Despite the term’s wide use in both academia and industry, it remains unclear as to what immersion means and how it is represented in the context of users.…”
mentioning
confidence: 99%
“…Subjects reported an experience of "inaccurate friction, " which caused objects to slip out of the virtual hand more often than they would have in RW. Unrealistic physics in object interactions in VR has been shown to have a negative impact on a user's experience (Lin et al, 2016;McMahan et al, 2016;Höll et al, 2018). This lack of accurate physics causes a mismatch between the user's perception of what should happen and what they are seeing.…”
Section: Discussion Virtual Reality and Real-world Task Completion Ratementioning
confidence: 99%