Envisioning the Immersive Web
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Transcript of Envisioning the Immersive Web
Envisioning the Immersive Web
The immersive web is envisioned to be the product of synchronizing motion sensing technology and the web to create a space that facilitates social interaction, entertainment, information retrieval, learning, and e-commerce in an environment.
● Multi-Modal Sensory Input ○ Vision - Head Mounted Device○ Haptic - Motion Sensor○ Audio -
THE IMMERSIVE WEB
● Fidelity - how technology facilitates presence/immersion.
● Immersion - level of which a user feels connected to multi-modal sensory input.
● Presence - how “present” a user feels inside a virtual environment.
● Realism - the extent to which the virtual reality accurately represents the real environment it seeks to simulate.
THE IMMERSIVE USER EXPERIENCE
SteamVR
● Web based interface that presents web pages as tiles/cards.
● Fits user’s current mental model of the web
JanusVR
● Portal based interface presents each website as an individual world within the MultiVerse.
● Users are navigate through the environment in portals.
APPLICATION AREA
Cognitive Walkthrough
Users participated in a scenario in which they were asked to navigate to a website and retrieve specific information.
○ Conditions: SteamVR | JanusVR○ Tasks: Navigate, Retrieve
Information, Consume Media, Send Information
○ Metrics: Accuracy, Time, Non-Critical Errors, Critical Errors, Presence, Simulator Sickness
Heuristic Evaluation
Both applications were evaluated based on immersive user experience heuristics to detect possible design inadequacies
○ Heuristics: Core principles (learnable, understandable, habitual, memorable), tracking consistency, ease of detection, state & transitions, dynamic feedback, error recovery & prevention.
METHODS
● Scenarios & Tasks based on information retrieval
SteamVR JanusVR
Time Efficient Not Efficient
Accuracy High Moderate
Critical Errors Low Low
Non-Critical Errors Low High
Presence* Low Moderate
Simulator Sickness** Low Moderate
*Witmer, B.G. & Singer. M.J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence : Teleoperators and Virtual Environments, 7(3), 225-240. Revised factor structure: Witmer, B.J., Jerome, C.J., & Singer, M.J. (2005). The factor structure of the Presence Questionnaire. Presence, 14(3) 298-312.
** Kennedy, R.S., Lane, N.E., Berbaum, K.S., & Lilienthal, M.G. (1993). Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness. International Journal of Aviation Psychology, 3(3), 203-220.
RESULTS FROM COGNITIVE WALKTHROUGH
SteamVR JanusVR
Core Fits Current For Factor Steep Learning Curve
Zoom & Filter Non Existent Non Existent
Credentials Efficient Efficient
Ease of Detection Efficient Severe
State & Transition Efficient Moderate
Dynamic Feedback Moderate Moderate
Error Recovery & Prevention Efficient Severe
SUGGESTIONS FROM HEURISTIC EVALUATION
A productive iteration of the immersive web combines both methodologies and provides the orientation of web pages as tiles as well as portal for transport to different worlds in the MultiVerse.
● Standardization○ webVR
● Scalability ○ Transcend online & offline personas
● Adaptability ○ Mixed Reality
● True Haptic Feedback○ Sound Waves
● Photorealism○ True Immersion
FUTURE CHALLENGES
Questions?
REFERENCES
[1] Aghaei, S., Nematbakhsh, M. A., & Farsani, H. K. (2012). Evolution of the world wide web: From WEB 1.0 TO WEB 4.0. International Journal of Web & Semantic Technology, 3(1), 1.
[2] Dionisio, J. D. N., & Gilbert, R. (2013). 3D Virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR),45(3), 34.
[3] Frey, D., Royan, J., Piegay, R., Kermarrec, A.-M., Anceaume, E., & Fessant, F. L. (2008). Solipsis: A decentralized architecture for virtual environments. In Proceedings of the 1st International Workshop on Massively Multiuser Virtual Environments (MMVE). 29–33.
[4] Sallai, G. (2014). Future Internet visions and research clusters. Acta Polytech Hung, 11(7), 5-24.