scholarly journals Evaluation of a conceptual framework for predicting navigation performance in virtual reality

PLoS ONE ◽  
2017 ◽  
Vol 12 (9) ◽  
pp. e0184682 ◽  
Author(s):  
Jascha Grübel ◽  
Tyler Thrash ◽  
Christoph Hölscher ◽  
Victor R. Schinazi
Author(s):  
Tilo Hartmann ◽  
Jesse Fox

Recently, virtual reality (VR) has emerged, but a conceptual framework explicating potential foundational pillars of VR entertainment is still missing. The present chapter aims to fill this gap by introducing, based on a review of the related literature, such a conceptual framework. It proposes that the typical VR experience is characterized by the interaction of three core mechanisms or affordances (that, albeit in different constellations and to a different degree, also underlie other media channels), namely a profound sense of embodiment, spatial presence or a sense of physical co-location of other entities and events, and users’ cognitive distancing. It argues that these factors jointly affect the extent users experience VR as immediately self-relevant and consequential. By linking these three foundational pillars of the VR experience to users’ entertainment experience and related research on media entertainment, it derives five propositions about entertainment in VR (and other channels that support these affordances).


2021 ◽  
Author(s):  
Laura Aymerich-Franch

Mediated embodiment is the technologically generated illusion of replacing a person’s body with an avatar body. Virtual reality is the most representative technology of mediated embodiment. However, other forms of embo- diment are emerging and need to be examined. The inclusion of all mediated embodiment technologies under a common paradigm would more readily facilitate their study. Here, a unified conceptual framework of mediated embodiment is presented, which integrates robot embodiment as part of the phenomenon, and allows the in- clusion under the same umbrella of embodiment technologies that might emerge in the future. The minimum conditions necessary to induce the embodiment illusion, as well as the technical principles used to create this illusion, are discussed. Furthermore, it is suggested that mediated embodiment technologies can be regarded as tools that increase human capabilities in four directions: embodiment of a new self; expansion of traveling capa- bilities; expansion of body capabilities; and the reach of immortality. The principal research conducted in the field of mediated embodiment is explained in connection to these categories. The framework is expected to contribute to creating awareness of the commonalities of mediated embodiment technologies among the different research communities that work with mediated embodiment.


2020 ◽  
Vol 1 (2) ◽  
pp. 3-12
Author(s):  
Laura Aymerich-Franch

Mediated embodiment (ME) is the technologically generated illusion of substituting a person’s body with an avatar body. Virtual reality is the most representative technology of ME. However, other forms of embodiment are emerging and need to be examined. The inclusion of all ME technologies under a common paradigm would largely facilitate their study. Here, I develop a unified conceptual framework of ME and integrate robot embodiment as part of the phenomenon. I first describe the central component of ME: avatars. I extend the concept of avatar used in virtual reality to other forms of ME. I then outline the minimum conditions necessary to induce the embodiment illusion as well as the technical principles used to create this illusion. Next, I suggest that ME technologies can be regarded as tools that increase human capabilities in four directions: embodiment of a new self, expansion of traveling capabilities, expansion of body capabilities, and the reach of immortality. I connect the principal research conducted in the field to these categories and suggest potential research directions to promote the positive applied uses of ME. I conclude with the importance to also address ethical issues related to this phenomenon. 


2018 ◽  
pp. 138-162
Author(s):  
Garfield Benjamin

The term ‘virtual reality' is used widely in contemporary culture to evoke the false worlds of the imagination digital technology has enabled us to create. However, the term itself remains ill defined, particularly amidst recent developments in theories of virtuality and reality that have left contradictory marks on VR. The phrase ‘virtual reality' has become problematic, and is in need of a reconsideration for its continued relevance. This chapter assesses the term throughout its development and in the context of other theorisations such as cinema and cyberspace that have dominated recent digital theory. Taking the Deleuzian expansion of the Virtual and the Lacanian expansion of the Real, the chapter interrogates the constituent processes of VR to suggest a new mode of conceiving the technologies in terms of a parallax between virtual-real and physical-digital within contemporary thought, which will then be applied to a conceptual framework for digital creative practices.


Author(s):  
Shahrina Bt Md Nordin ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Bt Awang Rambli ◽  
Wan Fatimah Bt Wan Ahmad ◽  
Ahmad Kamil Mahmood

2018 ◽  
pp. 395-419
Author(s):  
Garfield Benjamin

The term ‘virtual reality' is used widely in contemporary culture to evoke the false worlds of the imagination digital technology has enabled us to create. However, the term itself remains ill defined, particularly amidst recent developments in theories of virtuality and reality that have left contradictory marks on VR. The phrase ‘virtual reality' has become problematic, and is in need of a reconsideration for its continued relevance. This chapter assesses the term throughout its development and in the context of other theorisations such as cinema and cyberspace that have dominated recent digital theory. Taking the Deleuzian expansion of the Virtual and the Lacanian expansion of the Real, the chapter interrogates the constituent processes of VR to suggest a new mode of conceiving the technologies in terms of a parallax between virtual-real and physical-digital within contemporary thought, which will then be applied to a conceptual framework for digital creative practices.


Author(s):  
Garfield Benjamin

The term ‘virtual reality' is used widely in contemporary culture to evoke the false worlds of the imagination digital technology has enabled us to create. However, the term itself remains ill defined, particularly amidst recent developments in theories of virtuality and reality that have left contradictory marks on VR. The phrase ‘virtual reality' has become problematic, and is in need of a reconsideration for its continued relevance. This chapter assesses the term throughout its development and in the context of other theorisations such as cinema and cyberspace that have dominated recent digital theory. Taking the Deleuzian expansion of the Virtual and the Lacanian expansion of the Real, the chapter interrogates the constituent processes of VR to suggest a new mode of conceiving the technologies in terms of a parallax between virtual-real and physical-digital within contemporary thought, which will then be applied to a conceptual framework for digital creative practices.


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