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Challenges and Requirements of Immersive Media in Autonomous Car: Exploring the Feasibility of Virtual Entertainment Applications

  • Carolin Wienrich

    Carolin Wienrich is Juniorprofessor for Human-Technique-Systems at the University of Wurzburg. She graduated in psychology at the University of Halle/Wittenberg. In 2015, she finished her PHD at the TU-Berlin. Her research interests focus on human-computer-interaction. Particularly, she is interested in the impact of technology on users’ perceptions, reactions, and social interactions. Furthermore, she also asks for the human impact on technology and how the cognitive, emotional, and social human nature influences technology development. Currently, she is fascinated by immersive technologies like virtual and augmented reality as well as devices like speech assistance systems which could be regarded as embodied artificial intelligence.

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    and Kristina Schindler

    Kristina studied Psychology and Human Factors at the Technische Universitat in Berlin, Germany. During her studies, she worked on diverse research projects (e.g. medical, immersive VR and social psychology). In 2018 she moved her focus to IT and currently works in the finance sector. She also takes part in machine learning projects in the fields of finance and autonomous driving.

From the journal i-com

Abstract

This paper investigated the influence of VR-entertainment systems on passenger and entertainment experience in vehicles with smooth movements. To simulate an autonomous driving scenario, a tablet and a mobile VR-HMD were evaluated in a dynamic driving simulator. Passenger, user and entertainment experience were measured through questionnaires based on comfort/discomfort, application perception, presence, and simulator sickness. In two experiments, two film sequences with varying formats (2D versus 3D) were presented. In Experiment 1, the established entertainment system (tablet + 2D) was tested against a possible future one (HMD + 3D). The results indicated a significantly more favorable experience for the VR-HMD application in the dimensions of user experience (UX) and presence, as well as low simulator sickness values. In Experiment 2, the film format was held constant (2D), and only the device (tablet versus HMD) was varied. There was a significant difference in all constructs, which points to a positive reception of the HMD. Additional analyses of the HMD device data for both experiments showed that the device and not the film format contributed to the favorable experience with the HMD. Additionally, the framework to evaluate the new application context of VR as an entertainment system in autonomous vehicles was discussed.

About the authors

Carolin Wienrich

Carolin Wienrich is Juniorprofessor for Human-Technique-Systems at the University of Wurzburg. She graduated in psychology at the University of Halle/Wittenberg. In 2015, she finished her PHD at the TU-Berlin. Her research interests focus on human-computer-interaction. Particularly, she is interested in the impact of technology on users’ perceptions, reactions, and social interactions. Furthermore, she also asks for the human impact on technology and how the cognitive, emotional, and social human nature influences technology development. Currently, she is fascinated by immersive technologies like virtual and augmented reality as well as devices like speech assistance systems which could be regarded as embodied artificial intelligence.

Kristina Schindler

Kristina studied Psychology and Human Factors at the Technische Universitat in Berlin, Germany. During her studies, she worked on diverse research projects (e.g. medical, immersive VR and social psychology). In 2018 she moved her focus to IT and currently works in the finance sector. She also takes part in machine learning projects in the fields of finance and autonomous driving.

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Published Online: 2021-11-16
Published in Print: 2019-08-27

© 2019 Walter de Gruyter GmbH, Berlin/Boston

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