The Effect of Interaction Fidelity on User Experience in Virtual Reality Locomotion

dc.contributor.authorWarren, Lawrence Ellioten
dc.contributor.committeechairBowman, Douglas A.en
dc.contributor.committeememberPolys, Nicholas F.en
dc.contributor.committeememberNorth, Christopher L.en
dc.contributor.departmentComputer Scienceen
dc.date.accessioned2018-05-26T08:00:27Zen
dc.date.available2018-05-26T08:00:27Zen
dc.date.issued2018-05-25en
dc.description.abstractIn virtual worlds, designers often consider "real walking" to be the gold standard when it comes to locomotion, as shown by attempts to incorporate walking techniques within tasks. When real walking is not conceivable due to several different limitations of virtual interactions (space, hardware, tracking, etc.) a walking simulation technique is sometimes used. We call these moderate interaction fidelity techniques and based upon literature, we can speculate that they will often provide an inferior experience if compared to a technique of high or low fidelity. We believe that there is an uncanny valley which is formed if a diagram is created using interaction fidelity and user effectiveness. Finding more points on this graph would help to support claims we have made with our hypothesis. There are several studies done previously in the field of virtual reality, however a vast majority of them considered interaction fidelity as a single construct. We argue that interaction fidelity is more complex involving independent components, with each of those components having an effect of the actual effectiveness of an interface. In addition, the intention of the designer can also have influence on how effective an interface can be. In this study we are going to be doing a deeper look into devices which attempt to overcome the limitations of physical space which we will call semi-natural interfaces. Semi-natural interfaces are sometimes difficult to use at first due to mismatch of cues or possibly due to a lack of fidelity, but training has been shown to be beneficial to overcome this difficulty. As of today, designers have not yet found a fully general solution to walking in large virtual environments.en
dc.description.degreeMaster of Scienceen
dc.format.mediumETDen
dc.identifier.othervt_gsexam:15239en
dc.identifier.urihttp://hdl.handle.net/10919/83403en
dc.publisherVirginia Techen
dc.rightsIn Copyrighten
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en
dc.subjectInteraction Fidelityen
dc.subjectVRen
dc.subjectVEen
dc.subjectVirtual Realityen
dc.subjectEffectivenessen
dc.subjectLocomotionen
dc.subjectUncanny Valleyen
dc.titleThe Effect of Interaction Fidelity on User Experience in Virtual Reality Locomotionen
dc.typeThesisen
thesis.degree.disciplineComputer Science and Applicationsen
thesis.degree.grantorVirginia Polytechnic Institute and State Universityen
thesis.degree.levelmastersen
thesis.degree.nameMaster of Scienceen

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