An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games
An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games
复制标题
消费者对 VR 游戏临场感和模拟器晕眩症的看法的纵向趋势分析
DOI:
10.1145/3311350.3347159
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发表时间:
2019
期刊:
影响因子:
--
通讯作者:
Andrew C. Robb
中科院分区:
文献类型:
--
作者:
John Porter;Andrew C. Robb
Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have found their way into consumer homes. In this paper, we sought to understand what shifts have taken place within the two years since consumer VR became available. In this paper, we consider what can be learned about long-term use of consumer VR through an analysis of discussions in online forums devoted to VR. We gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive's release. We present the results from an in-depth qualitative analysis concerning immersion, presence, and simulator sickness. Over time, as users moved from passive to active, their attitudes and expectations towards immersion and simulator sickness matured. Major trends of interest found were game design implementation and locomotion techniques.