Visual Realism and Presence in a Virtual Reality Game

Jonatan Salling Hvass, Oliver Stevns Larsen, Kasper Bøgelund Vendelbo, Niels Chr. Nilsson, Rolf Nordahl, Stefania Serafin

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

3 Citations (Scopus)
612 Downloads (Pure)

Abstract

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.
Original languageEnglish
Title of host publication2017 3DTV-Conference
PublisherIEEE
Publication date2017
ISBN (Print)978-1-5386-1636-9
ISBN (Electronic)978-1-5386-1635-2
DOIs
Publication statusPublished - 2017
Event2017 3D True Vision Conference - Copenhagen, Denmark
Duration: 7 Jun 20179 Jun 2017
http://www.3dtv-con.org/

Conference

Conference2017 3D True Vision Conference
CountryDenmark
CityCopenhagen
Period07/06/201709/06/2017
Internet address

Fingerprint

Virtual reality
Textures

Cite this

Hvass, Jonatan Salling ; Larsen, Oliver Stevns ; Vendelbo, Kasper Bøgelund ; Nilsson, Niels Chr. ; Nordahl, Rolf ; Serafin, Stefania. / Visual Realism and Presence in a Virtual Reality Game. 2017 3DTV-Conference. IEEE, 2017.
@inproceedings{b13c3629e46a422d8515e3aa144dfa96,
title = "Visual Realism and Presence in a Virtual Reality Game",
abstract = "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.",
author = "Hvass, {Jonatan Salling} and Larsen, {Oliver Stevns} and Vendelbo, {Kasper B{\o}gelund} and Nilsson, {Niels Chr.} and Rolf Nordahl and Stefania Serafin",
year = "2017",
doi = "10.1109/3DTV.2017.8280421",
language = "English",
isbn = "978-1-5386-1636-9",
booktitle = "2017 3DTV-Conference",
publisher = "IEEE",
address = "United States",

}

Hvass, JS, Larsen, OS, Vendelbo, KB, Nilsson, NC, Nordahl, R & Serafin, S 2017, Visual Realism and Presence in a Virtual Reality Game. in 2017 3DTV-Conference. IEEE, 2017 3D True Vision Conference, Copenhagen, Denmark, 07/06/2017. https://doi.org/10.1109/3DTV.2017.8280421

Visual Realism and Presence in a Virtual Reality Game. / Hvass, Jonatan Salling; Larsen, Oliver Stevns; Vendelbo, Kasper Bøgelund; Nilsson, Niels Chr.; Nordahl, Rolf; Serafin, Stefania.

2017 3DTV-Conference. IEEE, 2017.

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

TY - GEN

T1 - Visual Realism and Presence in a Virtual Reality Game

AU - Hvass, Jonatan Salling

AU - Larsen, Oliver Stevns

AU - Vendelbo, Kasper Bøgelund

AU - Nilsson, Niels Chr.

AU - Nordahl, Rolf

AU - Serafin, Stefania

PY - 2017

Y1 - 2017

N2 - 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.

AB - 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.

U2 - 10.1109/3DTV.2017.8280421

DO - 10.1109/3DTV.2017.8280421

M3 - Article in proceeding

SN - 978-1-5386-1636-9

BT - 2017 3DTV-Conference

PB - IEEE

ER -