A Study on Virtual Reality Content’s Levels of Immersion and it’s Triggering Elements가상현실 컨텐츠의 몰입 수준과 트리거링 요소를 위한 연구
- Other Titles
- 가상현실 컨텐츠의 몰입 수준과 트리거링 요소를 위한 연구
- Authors
- 이성주; 고은영
- Issue Date
- Jun-2016
- Publisher
- 사단법인 한국브랜드디자인학회
- Keywords
- 가상현실; 모바일; 몰입; Virtual Reality; Mobile; Immersion
- Citation
- 브랜드디자인학연구, v.14, no.2, pp.59 - 68
- Indexed
- KCI
- Journal Title
- 브랜드디자인학연구
- Volume
- 14
- Number
- 2
- Start Page
- 59
- End Page
- 68
- URI
- https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/15177
- DOI
- 10.18852/bdak.2016.14.2.59
- ISSN
- 1738-0863
- Abstract
- VR technology has a new opportunity to come back and show the evolution it had been undergoing in the last few years. Computers and mobile devices now can use Virtual Reality equipments to test new ways of gaming, entertainment or various recrafted uses. The newly released equipments’ levels of immersion is still a questionable field on it’s real efficiency.
This study examined the level of Immersion of different mobile VR contents and it’s limitations. Through an online and offline questionnaire focusing on Immersion, Navigation and Presence, then, Pros and Cons of mobile VR are evaluated.
The Samsung Gear VR device was selected for the main experiences and to gauge the available level of immersion. Average low and high results could determine what are the weak points but also the strong points of mobile VR. All of that depending on mobile contents specially developped for VR.
The research showed that mobile VR has an overall positive immersion level as it remains having slightly high scores. Lower scores shows that VR Immersion needs more development and questions the practicality of the device. Positive notes indicate a good potential for deeper future development.
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