Exploring interaction fidelity in virtual reality: Object manipulation and whole-body movements

Katja Rogers, Jana Funke, Julian Frommel, Sven Stamm, Michael Weber

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

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 łdanglež 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.

Original languageEnglish
Title of host publicationCHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450359702
DOIs
Publication statusPublished - 2 May 2019
Externally publishedYes
Event2019 CHI Conference on Human Factors in Computing Systems, CHI 2019 - Glasgow, United Kingdom
Duration: 4 May 20199 May 2019

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference2019 CHI Conference on Human Factors in Computing Systems, CHI 2019
Country/TerritoryUnited Kingdom
CityGlasgow
Period4/05/199/05/19

Keywords

  • Games
  • Interaction fidelity
  • Player experience
  • Virtual objects
  • Virtual reality
  • Whole body interaction

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