Detailed Information

Cited 0 time in webofscience Cited 0 time in scopus
Metadata Downloads

A Study on Virtual Reality Content’s Levels of Immersion and it’s Triggering Elements

Full metadata record
DC Field Value Language
dc.contributor.author이성주-
dc.contributor.author고은영-
dc.date.accessioned2021-06-22T17:45:09Z-
dc.date.available2021-06-22T17:45:09Z-
dc.date.created2021-01-22-
dc.date.issued2016-06-
dc.identifier.issn1738-0863-
dc.identifier.urihttps://scholarworks.bwise.kr/erica/handle/2021.sw.erica/15177-
dc.description.abstractVR 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.-
dc.language영어-
dc.language.isoen-
dc.publisher사단법인 한국브랜드디자인학회-
dc.titleA Study on Virtual Reality Content’s Levels of Immersion and it’s Triggering Elements-
dc.title.alternative가상현실 컨텐츠의 몰입 수준과 트리거링 요소를 위한 연구-
dc.typeArticle-
dc.contributor.affiliatedAuthor고은영-
dc.identifier.doi10.18852/bdak.2016.14.2.59-
dc.identifier.bibliographicCitation브랜드디자인학연구, v.14, no.2, pp.59 - 68-
dc.relation.isPartOf브랜드디자인학연구-
dc.citation.title브랜드디자인학연구-
dc.citation.volume14-
dc.citation.number2-
dc.citation.startPage59-
dc.citation.endPage68-
dc.type.rimsART-
dc.identifier.kciidART002117100-
dc.description.journalClass2-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthor가상현실-
dc.subject.keywordAuthor모바일-
dc.subject.keywordAuthor몰입-
dc.subject.keywordAuthorVirtual Reality-
dc.subject.keywordAuthorMobile-
dc.subject.keywordAuthorImmersion-
dc.identifier.urlhttps://www.earticle.net/Article/A284003-
Files in This Item
Go to Link
Appears in
Collections
COLLEGE OF DESIGN > DEPARTMENT OF INTERACTIVE MEDIA DESIGN > 1. Journal Articles

qrcode

Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.

Related Researcher

Researcher Koh, Eun Young photo

Koh, Eun Young
COLLEGE OF DESIGN (DEPARTMENT OF INTERACTIVE MEDIA DESIGN)
Read more

Altmetrics

Total Views & Downloads

BROWSE