It's clear that VR has some pretty cool applications. At
But the technology doesn't always gel with human perception – the term used to describe how we take information from the world and build understanding from it. Our perception of reality is what we base our decisions on and mostly determines our sense of presence in an environment. Clearly, the design of an interactive system goes beyond the hardware and software; people must be factored in, too.
It's challenging to tackle the problem of designing VR systems that really transport humans to new worlds with an acceptable sense of presence. As VR experiences are becoming increasingly more complex, it becomes difficult to quantify the contribution each element of the experience makes to someone's perception inside a VR headset.
When watching a 360-degree film in VR, for example, how would we determine if the computer-generated imagery (CGI) contributes more or less to the movie's enjoyment than the 360-degree audio technology deployed in the experience? We need a method for studying VR in a reductionist manner, removing the clutter before adding each element piece by piece to observe the effects on a person's sense of presence.
Read more at: https://phys.org/news/2018-03-virtual-reality-human-perception-problem.html#jCp
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