Evaluating display fidelity and interaction fidelity in a virtual reality game

In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher level...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 18(2012), 4 vom: 28. Apr., Seite 626-33
1. Verfasser: McMahan, Ryan P (VerfasserIn)
Weitere Verfasser: Bowman, Doug A, Zielinski, David J, Brady, Rachael B
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2012
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Evaluation Study Journal Article Research Support, U.S. Gov't, Non-P.H.S.
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520 |a In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world) 
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700 1 |a Zielinski, David J  |e verfasserin  |4 aut 
700 1 |a Brady, Rachael B  |e verfasserin  |4 aut 
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