Understanding Virtual Reality

Disciplines

Exercise Science

Abstract (300 words maximum)

This project aims to create a more well-established definition of virtual reality. We conducted this project using literary reviews of contemporary research papers focusing on various fields and definitions of virtual reality. We found that seven elements made up virtual reality, interaction, simulation, artificiality, immersion, telepresence, and full body different levels of immersiveness that affected the presence and engagement of the user, using different VR headsets. The three different VR headsets allowed us to discover human interactions with VR, ultimately helping us understand new ways of thinking about human cognition connected with VR. We also discovered a survey system called the System Usability Scale (SUS), developed by Brooke in 1996. SUS allows usability practitioners to measure how usable a product is. The SUS system consisted of 10 unbiased statements that scored on a 5-point strength scale ranging from 0-100. The System Usability Scale represents a key binding factor between all aspects we’ve focused on in VR development and grants a baseline system to use as a determinator when comparing future VR systems. Utilizing this baseline, we can more evenly factor in presence, telepresence, and vividness and the comparisons between them to establish each factor's importance and minimum/maximums to help future VR developers understand how to focus development on their projects to reach general goals. Presence in virtual reality is the feeling of being in a false reality, a better sense of presence relates to a more real feeling of reality. Vividness is the expansion of presence, while presence convinces you of reality vividness is how abstract it is, the depths of sensation and beauty, the breadth of feeling inspired by reality. Telepresence is the human experience of presence in an environment as a communication medium instead of technological hardware.

Academic department under which the project should be listed

WCHHS - Exercise Science and Sport Management

Primary Investigator (PI) Name

Kyu-Soo Chung

This document is currently not available here.

Share

COinS
 

Understanding Virtual Reality

This project aims to create a more well-established definition of virtual reality. We conducted this project using literary reviews of contemporary research papers focusing on various fields and definitions of virtual reality. We found that seven elements made up virtual reality, interaction, simulation, artificiality, immersion, telepresence, and full body different levels of immersiveness that affected the presence and engagement of the user, using different VR headsets. The three different VR headsets allowed us to discover human interactions with VR, ultimately helping us understand new ways of thinking about human cognition connected with VR. We also discovered a survey system called the System Usability Scale (SUS), developed by Brooke in 1996. SUS allows usability practitioners to measure how usable a product is. The SUS system consisted of 10 unbiased statements that scored on a 5-point strength scale ranging from 0-100. The System Usability Scale represents a key binding factor between all aspects we’ve focused on in VR development and grants a baseline system to use as a determinator when comparing future VR systems. Utilizing this baseline, we can more evenly factor in presence, telepresence, and vividness and the comparisons between them to establish each factor's importance and minimum/maximums to help future VR developers understand how to focus development on their projects to reach general goals. Presence in virtual reality is the feeling of being in a false reality, a better sense of presence relates to a more real feeling of reality. Vividness is the expansion of presence, while presence convinces you of reality vividness is how abstract it is, the depths of sensation and beauty, the breadth of feeling inspired by reality. Telepresence is the human experience of presence in an environment as a communication medium instead of technological hardware.