Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment
By J. J. Lin, Henry Been Lirn Duh, Habib Abi-Rached, D. Parker, T. Furness. Proceedings IEEE Virtual Reality 2002, 2002
597 citations recorded by the source corpus.
The effects of field-of-view (FOV) in a virtual environment (VE) on presence, enjoyment, memory and simulator sickness (SS) were studied. A refined scale, designed to assess subjects' engagement, enjoyment and immersion (E/sup 2/I), was developed. Items to examine subjects' memory of the VE were included. SS was examined using the Simulator Sickness Questionnaire (SSQ). Using a within-subjects design, data were collected from 10 subjects at four FOVs (60/spl deg/, 100/spl deg/, 140/spl deg/ and 180/spl deg/). The VE, called "Crayolaland", was presented in a driving simulator. The results indicated that presence, enjoyment and SS varied as a function of the display FOV. Subjects exhibited higher SSQ and presence subscale scores with increasing FOV. SSQ and presence values approached asymptotes for FOVs beyond 140/spl deg/. Presence and SS were positively correlated, while enjoyment and SS were negatively correlated.
Subfields: Media Technology, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/43c0ccb45a31d4e51ca9b9a97e782e2e56e0b737
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Citations in the corpus
- Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence (2016, background): “When discussing immersion in relation to video games, McMahan (2003) distinguished between the sensations of being immersed on a diegetic level versus a nondiegetic level.”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “Higher field-of-view also leads to increases in presence (Prothero and Hoffman, 1995), but at the same time, field-of-view increases lead to higher CS (Lin et al., 2002).”
- Inducing physiological stress recovery with sounds of nature in a virtual reality forest--results from a pilot study. (2013, background): “Presence is believed to be correlated to immersion [21,22], i.”