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Presence and immersion of "easy" mobile VR with open flip-on lenses

Published: 08 November 2017 Publication History
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  • Abstract

    Mobile virtual reality (M-VR) uses an inexpensive and light headset into which the smartphone is inserted to conveniently experience immersive contents. Even so the headset is bulky and difficult to carry around, and makes the smartphone inaccessible. Recently, an alternative form of M-VR has appeared in the market in which the magnifying lenses are simply clipped on the smartphone (dubbed "EasyVR"). Despite being open and the user'speripheral view not shut from the outside world, it still gives a good level of immersion with a wide magnified field of view. EasyVR has the added advantages of quick switch between with the regular smartphone usage mode and access to the touch screen for the seamless interaction. In this paper, we examine and compare the level of presence and immersion as provided by three different display configurations of M-VR: (1) EasyVR, (2) the usual headset which completely isolates the user from the outer-world with the vignetted view (ClosedVR), and (3) completely open hand-held smartphone view (OpenVR). We also control the environment condition, static or dynamic, as seen and perceived through the peripheral view and possibly having an effect on the level of presence and immersion in the respective display configuration. Our findings first show the easily expected, namely, both ClosedVR and EasyVR clearly exhibiting a much higher level of presence and immersion than OpenVR. The results also show that even though there is a substantial extent within the peripheral view showing the outer environment, the level of presence and immersion of EasyVR is nearly comparable to that of ClosedVR. Only when the environment was dynamic (as visible in the peripheral view ends), EasyVR showed a lower level of presence and immersion than ClosedVR, but still significantly higher than OpenVR. Therefore, EasyVR is a very attractive alternative to the usual ClosedVR, especially as a "use-anywhere" VR considering its clearly improved convenience and sufficient level of immersion beyond just for casual purposes.

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    Cited By

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    • (2023)User Experience of Multi-Mode and Multitasked Extended Reality on Different Mobile Interaction PlatformsElectronics10.3390/electronics1206145712:6(1457)Online publication date: 19-Mar-2023
    • (2022)Evaluation of a Mobile Virtual Reality Intervention for Social Anxiety Disorder: Ethical and Methodological Lessons LearnedJournal of Technology in Behavioral Science10.1007/s41347-022-00292-08:1(79-86)Online publication date: 9-Dec-2022
    • (2020)Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On LensesElectronics10.3390/electronics90914489:9(1448)Online publication date: 5-Sep-2020
    • Show More Cited By

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      cover image ACM Conferences
      VRST '17: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology
      November 2017
      437 pages
      ISBN:9781450355483
      DOI:10.1145/3139131
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 08 November 2017

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      Author Tags

      1. distraction
      2. immersion
      3. mobile virtual reality
      4. open/closed VR display
      5. presence

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      • Research-article

      Funding Sources

      • Ministry of Culture, Sports and Tourism (MCST)
      • Korea Creative Content Agency (KOCCA)
      • Korea government

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      VRST '17

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      Overall Acceptance Rate 66 of 254 submissions, 26%

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      VRST '24

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      Cited By

      View all
      • (2023)User Experience of Multi-Mode and Multitasked Extended Reality on Different Mobile Interaction PlatformsElectronics10.3390/electronics1206145712:6(1457)Online publication date: 19-Mar-2023
      • (2022)Evaluation of a Mobile Virtual Reality Intervention for Social Anxiety Disorder: Ethical and Methodological Lessons LearnedJournal of Technology in Behavioral Science10.1007/s41347-022-00292-08:1(79-86)Online publication date: 9-Dec-2022
      • (2020)Applying Touchscreen Based Navigation Techniques to Mobile Virtual Reality with Open Clip-On LensesElectronics10.3390/electronics90914489:9(1448)Online publication date: 5-Sep-2020
      • (2020)“Blurry Touch Finger”: Touch-Based Interaction for Mobile Virtual Reality with Clip-on LensesApplied Sciences10.3390/app1021792010:21(7920)Online publication date: 8-Nov-2020
      • (2020)Examining Design Choices of Questionnaires in VR User StudiesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376260(1-21)Online publication date: 21-Apr-2020
      • (2019)Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and ExperienceSymmetry10.3390/sym1201005312:1(53)Online publication date: 26-Dec-2019
      • (2019)Presence, Immersion and Usability of Mobile Augmented RealityVirtual, Augmented and Mixed Reality. Multimodal Interaction10.1007/978-3-030-21607-8_1(3-15)Online publication date: 8-Jun-2019

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