Establishing user immersion of consumer virtual reality products through qualitative measurement

Date

2017-12-01

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Abstract

New consumer technologies such as the Oculus Rift and other head-mounted displays (HMDs) in the field of virtual reality (VR) have introduced another method of experiencing immersive content. The effectiveness of these new mediums can be compared to more traditional products that are currently in use; such as televisions, desktop monitors, and variations which include 3D display capabilities. This raises the question of whether there is a notable difference between the immersive experiences each medium can offer. This study hypothesized that a significant difference in immersion could be identified between consumer devices. Also, using qualitative analysis, an attempt to identify what consumers believe comprises immersion could be devised. Data from 30 participants indicated that the immersive potential of consumer devices can be differentiated and compared. In addition the understanding of the term “immersion” is not clearly understood or shared by consumers.

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Keywords

Immersion, simulation, head-mounted displays, 3DTV

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