The Interactive Impact of Immersive Virtual Reality Experience on the Senses——Take the VR Project "Unlocking Perception in Virtual Reality" as an Example

Research Article
Open access

The Interactive Impact of Immersive Virtual Reality Experience on the Senses——Take the VR Project "Unlocking Perception in Virtual Reality" as an Example

Qien Yu 1*
  • 1 Department of SOECS, University of the Pacific, Stockton Campus, 3601 Pacific Ave. Stockton, CA USA    
  • *corresponding author q_yu1@u.pacific.edu
LNEP Vol.5
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-915371-35-5
ISBN (Online): 978-1-915371-36-2

Abstract

The research background of this paper will revolve around the VR immersive experience project "Unlocking perception in virtual reality". The main motivation of this analysis is to combine virtual reality projects with human perception unlocking as an entry point, and focus on analyzing the impact on the experiencer's immersion. The experimental conclusion found that "unlocking perception in virtual reality" has a good immersive effect on human vision and hearing. Although "Unlocking Perception in Virtual Reality" lacks story background and game hints compared to other game projects, and requires players to explore by themselves, it also increases the sense of immersion because of this design. This project demo brings a special VR experience to the experiencer by unlocking the main game concept of perception.

Keywords:

Virtual reality, Augmented reality, Mixed reality, Extended reality

Yu,Q. (2023). The Interactive Impact of Immersive Virtual Reality Experience on the Senses——Take the VR Project "Unlocking Perception in Virtual Reality" as an Example. Lecture Notes in Education Psychology and Public Media,5,501-508.
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References

[1]. Robert Sheldon, (2019) What is virtual reality? techtarget, www.techtarget.com/wha tis/definition/virtual-reality.

[2]. M. Zachara, and J. P. Zagal. (2009) Challenges for success in stereo gaming: a Virtual Boy case study. 2009 Advance in Computer Entertainment Technology. 1-10.

[3]. Fan, Yun-Chieh, and Chih-Yu Wen (2019) A virtual reality soldier simulator with body area networks for team training. 2019 Sensor 19.3 451-452.

[4]. J. He. (2018) From Mobile to High-End PC: Achieving High Quality Anime Style Rendering on Unity. YouTube, Unity Korea, 15 2018, https://www.youtube .com/watch.

[5]. Halpern, Jared. (2019) Characters, Coroutines, and Spawn Points. Developing 2D Games with Unity. 2019 A press, 233-275.

[6]. Hendrix, Maurice, et al. (2018) Implementing adaptive game difficulty balancing in serious games. 2018 IEEE Transaction on Games 11.4 320-327

[7]. Augmented reality AR, edited by Alexander S. Gillis, techtarget, www.tech target.com/whatis/definition/augmentedreality

[8]. What is mixed reality? (2022) Microsoft 25 May 2022, learn.microsoft.com/en-us/windows/mixedreality/discover/mixed-reality.

[9]. T. Almira Osmanovic, et al. (2021) Prevalence of virtual reality (VR) games found through mental health categories on STEAM: a first look at VR on commercial platforms as tools for therapy.2021 The Korea Contents Association, 1-12.

[10]. F. Daniele. (2020) 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome. 2020 Visualization & Computer Graphics 43, 129-143.


Cite this article

Yu,Q. (2023). The Interactive Impact of Immersive Virtual Reality Experience on the Senses——Take the VR Project "Unlocking Perception in Virtual Reality" as an Example. Lecture Notes in Education Psychology and Public Media,5,501-508.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the International Conference on Interdisciplinary Humanities and Communication Studies (ICIHCS 2022), Part 4

ISBN:978-1-915371-35-5(Print) / 978-1-915371-36-2(Online)
Editor:Matilde Lafuente-Lechuga, Muhammad Idrees
Conference website: https://www.icihcs.org/
Conference date: 18 December 2022
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.5
ISSN:2753-7048(Print) / 2753-7056(Online)

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References

[1]. Robert Sheldon, (2019) What is virtual reality? techtarget, www.techtarget.com/wha tis/definition/virtual-reality.

[2]. M. Zachara, and J. P. Zagal. (2009) Challenges for success in stereo gaming: a Virtual Boy case study. 2009 Advance in Computer Entertainment Technology. 1-10.

[3]. Fan, Yun-Chieh, and Chih-Yu Wen (2019) A virtual reality soldier simulator with body area networks for team training. 2019 Sensor 19.3 451-452.

[4]. J. He. (2018) From Mobile to High-End PC: Achieving High Quality Anime Style Rendering on Unity. YouTube, Unity Korea, 15 2018, https://www.youtube .com/watch.

[5]. Halpern, Jared. (2019) Characters, Coroutines, and Spawn Points. Developing 2D Games with Unity. 2019 A press, 233-275.

[6]. Hendrix, Maurice, et al. (2018) Implementing adaptive game difficulty balancing in serious games. 2018 IEEE Transaction on Games 11.4 320-327

[7]. Augmented reality AR, edited by Alexander S. Gillis, techtarget, www.tech target.com/whatis/definition/augmentedreality

[8]. What is mixed reality? (2022) Microsoft 25 May 2022, learn.microsoft.com/en-us/windows/mixedreality/discover/mixed-reality.

[9]. T. Almira Osmanovic, et al. (2021) Prevalence of virtual reality (VR) games found through mental health categories on STEAM: a first look at VR on commercial platforms as tools for therapy.2021 The Korea Contents Association, 1-12.

[10]. F. Daniele. (2020) 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome. 2020 Visualization & Computer Graphics 43, 129-143.