Skip to main content
Log in

Effect of Interaction Based on Augmented Context in Immersive Virtual Reality Environment

  • Published:
Wireless Personal Communications Aims and scope Submit manuscript

Abstract

Virtual reality has recently rapidly emerged into the global spotlight. With the current increasing interest in head mounted display (HMD) as the next-generation content platform to replace smartphones, many companies are endeavoring to gain an early foothold in the virtual reality market. In HMD-based virtual reality environments, users are completely isolated from the real world, and are thus unable to perform even simple and familiar interactions with the real world. This paper proposes interaction based on context information augmented with stories, visuals, and sounds, as opposed to an interface that replicates the existing real world, in order to enable easy and natural interactions by users in HMD-based immersive virtual reality environments. The results of a user study conducted using our proposed augmented context-based interactions in an immersive virtual reality environment verify that it provides users with higher levels of immersion, accuracy, and emotional empathy than a virtual reality environment that simply replicates the existing real world.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8

Similar content being viewed by others

References

  1. Wikipedia. (2016). Virtual reality. https://en.wikipedia.org/wiki/Virtual_reality. Accessed 24 December 2016.

  2. Burdea, C., & Coiffet, P. (2003). Virtual reality technology (Vol. 1). New York: Wiley.

    Google Scholar 

  3. https://www.extremetech.com/gaming/230252-can-we-finally-admit-that-kinect-is-dead.

  4. Microsoft. (2014). Kinect for Windows. https://www.microsoft.com/en-us/kinectforwindows/. Accessed 24 December 2016.

  5. Leap Motion. (2016). Leap motion for virtual reality. https://www.leapmotion.com/. Accessed 24 December 2016.

  6. Thalmic. (2015). MYO. https://www.thalmic.com/myo/. Accessed 24 December 2016.

  7. Suma, E. A., Lange, B., Rizzo, A. S., Krum, D. M., & Bolas, M. (2011). FAAST: The flexible action and articulated skeleton toolkit. In 2011 IEEE Virtual Reality Conference, pp. 247–248.

  8. Poupyrev, I., Billinghurst, M., Weghorst, S., & Ichikawa, T. (1996). The go-go interaction technique: non-linear mapping for direct manipulation in VR. In Proceedings of the 9th annual ACM symposium on User interface software and technology, pp. 79–80.

  9. Bowman, D. A., & Hodges, L. F. (1997). An evaluation of techniques for grabbing and manipulating remote objects in immersive virtual environments. In Proceedings of the 1997 Symposium on Interactive 3D Graphics, pp. 33–40.

  10. Wang, R., Paris, S., & Popović, J. (2011). 6D hands: Markerless hand-tracking for computer aided design. In Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, pp. 549–558.

  11. Fanini, B. (2014). A 3D interface to explore and manipulate multi-scale virtual scenes using the leap motion controller. In Proceedings of the Seventh International Conference on Advances in ComputerHuman Interactions (ACHI 2014), Barcelona, Spain, pp. 23–27.

  12. Yang, W., Lee, J.W., & Lee, S.-H. (2015). Development of motion recognition dementia prevention program utilizing leap motion. In Proceedings of the Society of CAD/CAM Engineers Conference.

  13. Oren, M., Carlson, P., Gilbert, S., & Vance, J. M. (2012). Puzzle assembly training: Real world vs. virtual environment. In 2012 IEEE Virtual Reality Workshops (VRW), pp. 27–30.

  14. Santos, B. S., Dias, P., Silva, S., Ferreira, C., & Madeira, J. (2011). Integrating user studies into computer graphics-related courses. IEEE Computer Graphics and Applications, 31(5), 14–17.

    Article  Google Scholar 

  15. Norman, D. A. (1988). The psychology of everyday things. New York: Basic books.

    Google Scholar 

  16. Schilit, B., & Theimer, M. (1994). Disseminating active map information to mobile hosts. IEEE Network, 8(5), 22–32.

    Article  Google Scholar 

  17. Brown, M. (1996). Supporting user mobility. In J. L. Encarnação & J. M. Rabaey (Eds.), Mobile communications (pp. 69–77). New York, US: Springer.

  18. Cooperstock, J. R., Tanikoshi, K., Beirne, G., Narine, T., & Buxton, W. A. (1995). Evolution of a reactive environment. In Proceedings of the SIGCHI Conference on Human Factors In Computing Systems, pp. 170–177.

  19. Elrod, S., Hall, G., Costanza, R., Dixon, M., & Des Rivieres, J. (1993). Responsive office environments. Communications of the ACM, 36(7), 84–85.

    Article  Google Scholar 

  20. Hull, R., Neaves, P., & Bedford-Roberts, J. (1997). Towards situated computing. In First International Symposium on Wearable Computers, pp. 146–153.

  21. Rekimoto, J., Ayatsuka, Y., & Hayashi, K. (1998). Augment-able reality: Situated communication through physical and digital spaces. In Second International Symposium on Wearable Computers, pp. 68–75.

  22. Kang, J.Y., (2016). Affective multimodal story-based interaction design for VR cinema. In Advances in Affective and Pleasurable Design, Advances in Intelligent Systems and Computing 483, p. 600.

Download references

Acknowledgements

This research was supported by Dankook University.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jiyoung Kang.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Kang, J. Effect of Interaction Based on Augmented Context in Immersive Virtual Reality Environment. Wireless Pers Commun 98, 1931–1940 (2018). https://doi.org/10.1007/s11277-017-4954-0

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11277-017-4954-0

Keywords

Navigation