Journal
CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS
Volume -, Issue -, Pages -Publisher
ASSOC COMPUTING MACHINERY
DOI: 10.1145/3290605.3300644
Keywords
virtual reality; interaction fidelity; games; whole body interaction; virtual objects; player experience
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High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this context. We conducted a lab study comparing high and low IF for object manipulation tasks in a VR game. In a second study, we investigated players' experiences of IF for whole-body movements in a VR game that allowed players to crawl underneath virtual boulders and dangle along monkey bars. Our findings show that high IF is preferred for object manipulation, but for whole-body movements, moderate IF can suffice, as there is a trade-off with usability and social factors. We provide guidelines for the development of VR games based on our results.
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