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Relationship with Visualization and Immersion in Virtual Reality Games

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Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion

Abstract

Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion

참고문헌 (11)

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  3. Cummings, James J., "How immersive is enough? A meta-analysis of the effect of immersive technology on user presence", Media Psychology, 19(2), pp.272~309 (2016)
  4. Jin Kim, "A study on detection and visualization of surrounding risk factors for mobile virtual reality", M.S., pp.2017
  5. Mark Billinghurst, "Collaborative Mixed Reality", Proceedings of the First International Symposium on Mixed Reality (ISMR ’99). Mixed Reality – Merging Real and Virtual Worlds, pp.261~284 (1999)
  6. William R. Sherman, "Understanding Virtual Reality : Interface, Application, and Design" (2003), Elsevier Science
  7. "What is the play area?"[URL]
  8. "Roomscale 101 – An Introduction to Roomscale VR" (2018)[URL]
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  10. "VIVE SRWorks SDK"[URL]
  11. "Magic Leap One: Creator Edition"[URL]

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