dc.contributor.author | Kronqvist, Aila | |
dc.contributor.author | Jokinen, Jussi | |
dc.contributor.author | Rousi, Rebekah | |
dc.date.accessioned | 2016-04-22T04:56:51Z | |
dc.date.available | 2016-04-22T04:56:51Z | |
dc.date.issued | 2016 | |
dc.identifier.citation | Kronqvist, A., Jokinen, J., & Rousi, R. (2016). Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices. <i>Advances in Human Computer Interaction</i>, <i>2016</i>, Article 2937632. <a href="https://doi.org/10.1155/2016/2937632" target="_blank">https://doi.org/10.1155/2016/2937632</a> | |
dc.identifier.other | CONVID_25664695 | |
dc.identifier.other | TUTKAID_69814 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/49400 | |
dc.description.abstract | Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new
environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic.The level
of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this
paper the degree of authenticity is measured via an authenticity index in relation to three different immersive virtual environment
devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring
immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device,
although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have
design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The
paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the
devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE. | |
dc.language.iso | eng | |
dc.publisher | Hindawi Publishing Corporation | |
dc.relation.ispartofseries | Advances in Human Computer Interaction | |
dc.subject.other | virtual environments | |
dc.subject.other | human-technology interaction | |
dc.subject.other | immersion | |
dc.title | Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-201604212286 | |
dc.contributor.laitos | Tietojenkäsittelytieteiden laitos | fi |
dc.contributor.laitos | Department of Computer Science and Information Systems | en |
dc.contributor.oppiaine | Kognitiotiede | fi |
dc.contributor.oppiaine | Cognitive Science | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.date.updated | 2016-04-21T09:15:05Z | |
dc.type.coar | http://purl.org/coar/resource_type/c_2df8fbb1 | |
dc.description.reviewstatus | peerReviewed | |
dc.relation.issn | 1687-5893 | |
dc.relation.numberinseries | 0 | |
dc.relation.volume | 2016 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © 2016 Aila Kronqvist et al. This is an open access article distributed under the Creative Commons Attribution License. | |
dc.rights.accesslevel | openAccess | fi |
dc.subject.yso | käyttäjäkokemus | |
dc.subject.yso | autenttisuus | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p25337 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p11872 | |
dc.rights.url | http://creativecommons.org/licenses/by/4.0/ | |
dc.relation.doi | 10.1155/2016/2937632 | |
dc.type.okm | A1 | |