2018IEEE Consumer Electronics MagazineRequires access

Different Types of Users, Different Types of Immersion: A User Study of Interaction Design and Immersion in Consumer Virtual Reality

Jonathan Harth, Alexandra Hofmann, Mike Karst, David Kempf, Annelie Ostertag, Isabell Przemus, Bernhard Schaefermeyer

Open publisher page 24 citations

Abstract

Today's consumer virtual reality (VR) devices have reached a level of complexity that necessitates innovative solutions, interaction designs, and the potential for greater user immersion. For example, the advanced interaction website developer Leap Motion presented the following introduction of their groundbreaking VR device: "Until the rise of virtual reality, we lived on the edge of a digital universe that was trapped behind glass screens. Now the glass is breaking. The digital is taking substance in our reality. But VR and AR is (sic) still largely unexplored."

About this research paper

What this paper is about

Today's consumer virtual reality (VR) devices have reached a level of complexity that necessitates innovative solutions, interaction designs, and the potential for greater user immersion. For example, the advanced interaction website developer Leap Motion presented the following introduction of their groundbreaking VR device: "Until the rise of virtual reality, we lived on the edge of a digital universe that was trapped behind glass screens. Now the glass is breaking. The digital is taking substance in our reality. But VR and AR is (sic) still largely unexplored."

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OpenAlex reports 24 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

Today's consumer virtual reality (VR) devices have reached a level of complexity that necessitates innovative solutions, interaction designs, and the potential for greater user immersion. For example, the advanced interaction website developer Leap Motion presented the following introduction of their groundbreaking VR device: "Until the rise of virtual reality, we lived on the edge of a digital universe that was trapped behind glass screens. Now the glass is breaking. The digital is taking substance in our reality. But VR and AR is (sic) still largely unexplored."

Key concepts: Immersion (mathematics), Virtual reality, Human–computer interaction, Computer science, Multimedia, Mixed reality, Computer graphics (images), Mathematics

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