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dc.contributor.authorKronqvist, Aila
dc.contributor.authorJokinen, Jussi
dc.contributor.authorRousi, Rebekah
dc.date.accessioned2016-04-22T04:56:51Z
dc.date.available2016-04-22T04:56:51Z
dc.date.issued2016
dc.identifier.citationKronqvist, 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.otherCONVID_25664695
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/49400
dc.description.abstractImmersive 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.isoeng
dc.publisherHindawi Publishing Corporation
dc.relation.ispartofseriesAdvances in Human Computer Interaction
dc.subject.othervirtual environments
dc.subject.otherhuman-technology interaction
dc.subject.otherimmersion
dc.titleEvaluating the Authenticity of Virtual Environments: Comparison of Three Devices
dc.typeresearch article
dc.identifier.urnURN:NBN:fi:jyu-201604212286
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineKognitiotiedefi
dc.contributor.oppiaineCognitive Scienceen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2016-04-21T09:15:05Z
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn1687-5893
dc.relation.numberinseries0
dc.relation.volume2016
dc.type.versionpublishedVersion
dc.rights.copyright© 2016 Aila Kronqvist et al. This is an open access article distributed under the Creative Commons Attribution License.
dc.rights.accesslevelopenAccessfi
dc.type.publicationarticle
dc.subject.ysokäyttäjäkokemus
dc.subject.ysoautenttisuus
jyx.subject.urihttp://www.yso.fi/onto/yso/p25337
jyx.subject.urihttp://www.yso.fi/onto/yso/p11872
dc.rights.urlhttp://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1155/2016/2937632
dc.type.okmA1


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© 2016 Aila Kronqvist et al. This is an open access article distributed under the Creative Commons Attribution License.
Except where otherwise noted, this item's license is described as © 2016 Aila Kronqvist et al. This is an open access article distributed under the Creative Commons Attribution License.