Visual Realism and Presence in a Virtual Reality Game

Publikation: Forskning - peer reviewKonferenceartikel i proceeding

Abstrakt

Virtual Reality (VR) has finally entered the homes of consumers, and a large number of the available applications are games. This paper presents a between-subjects study (n=50) exploring if vi-sual realism (polygon count and texture resolution) affects pres-ence during a scenario involving gameplay, graphics, and controls that, contrary to much existing research, resemble commercially available VR games. The results suggest that participants exposed to a higher degree of visual realism experienced a stronger sensa-tion of presence, as assessed by means of self-reports, and phys-iological measures revealed that higher visual realism also was accompanied by stronger fear responses which may be indicative of stronger presence.
Luk

Detaljer

Virtual Reality (VR) has finally entered the homes of consumers, and a large number of the available applications are games. This paper presents a between-subjects study (n=50) exploring if vi-sual realism (polygon count and texture resolution) affects pres-ence during a scenario involving gameplay, graphics, and controls that, contrary to much existing research, resemble commercially available VR games. The results suggest that participants exposed to a higher degree of visual realism experienced a stronger sensa-tion of presence, as assessed by means of self-reports, and phys-iological measures revealed that higher visual realism also was accompanied by stronger fear responses which may be indicative of stronger presence.
OriginalsprogEngelsk
Titel2016 3DTV-Conference
ForlagIEEE
Publikationsdato2017
StatusUdgivet - 2017
PublikationsartForskning
Peer reviewJa

Download-statistik

Ingen data tilgængelig
ID: 259706001