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 language | English |
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| Title of host publication | CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems |
| Publisher | Association for Computing Machinery |
| ISBN (Electronic) | 9781450359702 |
| DOIs | |
| Publication status | Published - 2 May 2019 |
| Externally published | Yes |
| Event | 2019 CHI Conference on Human Factors in Computing Systems, CHI 2019 - Glasgow, United Kingdom Duration: 4 May 2019 → 9 May 2019 |
Publication series
| Name | Conference on Human Factors in Computing Systems - Proceedings |
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Conference
| Conference | 2019 CHI Conference on Human Factors in Computing Systems, CHI 2019 |
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| Country/Territory | United Kingdom |
| City | Glasgow |
| Period | 4/05/19 → 9/05/19 |
Bibliographical note
Publisher Copyright:© 2019 Copyright held by the owner/author(s).
Keywords
- Games
- Interaction fidelity
- Player experience
- Virtual objects
- Virtual reality
- Whole body interaction