Immersive virtual
reality (immersive VR) is the presentation of an artificial environment
that replaces users' real-world surroundings convincingly enough that they are
able to suspend disbelief and fully engage with the created environment.
Immersiveness is an important element of virtual reality applications, such as
VR gaming and VR therapy.
Immersiveness is
usually considered on a scale or along a continuum, from least immersive to
fully immersive. Typically, user engagement will vary accordingly, although to
some extent dependent on individual differences. An inadequately immersive
environment will not engage the user, while one that completely replicated the
real world could have unpredictable psychological effects. To date, the latter
scenario is not an issue because that level of immersiveness has not been
achieved.
Elements of virtual
environments that increase the immersiveness of the experience:
Continuity of surroundings: The user must be
able to look around in all directions and have continuity of the environment.
Conformance to human vision: Visual content must
conform to elements that allow humans to understand their environments, so
that, for example, objects in the distance are sized appropriately to our
understanding of their size and distance from us. Motion parallax ensures that
our view of objects changes appropriately as our perspective changes.
Freedom of movement: It's important that the user can move
about normally within the confines of the environment. That capacity can be
achieved in room-scale VR and dedicated VR rooms but requires complicated
hardware for stationary VR and is impossible for seated VR.
Physical
interaction: A user should be able to interact with objects in the virtual
environment similarly to the way they do with real life ones. Data gloves, for
example, can allow the user to make motions like pushing or turning to interact
with objects in a natural way - turning a doorknob or picking up a book.
Physical feedback: The user should receive haptic
feedback to replicate the feel of real-world interaction. So, for example, when
a user turns a doorknob, they not only replicate the movement but experience
the feeling of having that object in their hand.
Narrative
engagement: The user should have the ability to decide the flow of the
narrative. The environment should include cues that lead the user to create
interesting developments.
3D audio:
For immersiveness, VR environments should be able to replicate natural
positioning of sounds relative to people and objects in the environment and the
position of the user's head.
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