Provision and maintenance of presence and immersion in hand-held virtual reality through motion based interaction
- Authors
- Hwang, Jane; Kim, Gerard J.
- Issue Date
- 11월-2010
- Publisher
- WILEY
- Keywords
- motion based interaction; presence; immersion; hand-held virtual reality; proprioception; perceived field of view
- Citation
- COMPUTER ANIMATION AND VIRTUAL WORLDS, v.21, no.6, pp.547 - 559
- Indexed
- SCIE
SCOPUS
- Journal Title
- COMPUTER ANIMATION AND VIRTUAL WORLDS
- Volume
- 21
- Number
- 6
- Start Page
- 547
- End Page
- 559
- URI
- https://scholar.korea.ac.kr/handle/2021.sw.korea/115396
- DOI
- 10.1002/cav.336
- ISSN
- 1546-4261
- Abstract
- Hand-held devices are also becoming computationally more powerful and being equipped with special sensors and non-traditional displays for diverse applications aside from just making phone calls. As such, it raises the question of whether realizing virtual reality, providing a minimum level of immersion and presence, might be possible on a hand-held device capable of only relatively "small'' display. In this paper, we propose that motion based interaction can widen the perceived field of view (FOV) more than the actual physical FOV, and in turn, increase the sense of presence and immersion up to a level comparable to that of a desktop or projection display based VR systems. We have implemented a prototype hand-held VR platform and conducted two experiments to verify our hypothesis. Our experimental study has revealed that when a motion based interaction was used, the FOV perceived by the user for the small hand held device was significantly greater than (around 50%) the actual. Other larger display platforms using the conventional button or mouse/keyboard interface did not exhibit such a phenomenon. In addition, the level of user felt presence in the hand-held platform was higher than or comparable to those in VR platforms with larger displays. We hypothesize that this phenomenon is related to and analogous to the way the human vision system compensates for differences in acuity resolution in the eye/retina through the saccadic activity. The paper demonstrates the distinct possibility of realizing reasonable virtual reality even with devices with a small visual FOV and limited processing power. Copyright (C) 2010 John Wiley & Sons, Ltd.
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Collections - Graduate School > Department of Computer Science and Engineering > 1. Journal Articles
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