2018
DOI: 10.24251/hicss.2018.174
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The Three Pillars of Virtual Reality? Investigating the Roles of Immersion, Presence, and Interactivity

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Cited by 158 publications
(145 citation statements)
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“…Researchers of VR technology have identified three key attributes of users' psychological experiences during VR exposure: immersion, presence/telepresence, and interactivity. However, there remains contention in the definition of these experiences within the literature, and limited research has been dedicated to understanding how such experiences relate to and influence one another (Mütterlein, 2018). Therefore, the present research is intended to address gaps in the literature by providing validation for the aforementioned three constructs of users' psychological experiences of VR environments, as well as assessing relationships among these factors.…”
Section: Users' Psychological Experiences In Virtual Realitymentioning
confidence: 99%
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“…Researchers of VR technology have identified three key attributes of users' psychological experiences during VR exposure: immersion, presence/telepresence, and interactivity. However, there remains contention in the definition of these experiences within the literature, and limited research has been dedicated to understanding how such experiences relate to and influence one another (Mütterlein, 2018). Therefore, the present research is intended to address gaps in the literature by providing validation for the aforementioned three constructs of users' psychological experiences of VR environments, as well as assessing relationships among these factors.…”
Section: Users' Psychological Experiences In Virtual Realitymentioning
confidence: 99%
“…The authors frame their discussion of immersion objectively in terms of a quantifiable set of system capabilities; for example, the inclusiveness aspect refers to the capacity of the system to block out competing sensory input from the user's external environment, while vividness is concerned with the resolution and fidelity of displays. In contrast, Mütterlein (2018) suggests that while immersion certainly appears to be constrained by the technological capabilities of the system, it also appears that users will experience varying levels of "immersiveness" depending on the type of VR content they are exposed to, even if the same technology is employed in both cases.…”
Section: Immersion As a Facet Of System Capabilitiesmentioning
confidence: 99%
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